Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Archmage |
Level / Exp | 25 / 35% |
Size | medium |
Lifes / Deaths | Killed by The Shade at level 10 on the 7th Dusk 122nd year of Ascendancy at 07:20 0 / 7Killed by Belavea the cutpurse at level 12 on the 35th Dusk 122nd year of Ascendancy at 17:02 Killed by Isomira the fire drake at level 24 on the 73rd Regrowth 123rd year of Ascendancy at 00:08 Killed by mean looking elven guard at level 24 on the 7th Pyre 123rd year of Ascendancy at 14:03 Killed by Forgery of Haze (Celia) at level 25 on the 25th Pyre 123rd year of Ascendancy at 13:30 Killed by skeleton warrior at level 25 on the 25th Pyre 123rd year of Ascendancy at 15:51 Killed by will o' the wisp at level 25 on the 25th Pyre 123rd year of Ascendancy at 17:22 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 25 (base 25) |
Magic | 71 (base 55) |
Willpower | 58 (base 33) |
Cunning | 34 (base 11) |
Resources
Life | -62/426 |
Mana | 158/377 |
Healing Factor | 1 |
Regeneration | 1.95 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.206896551724% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 13 |
See Invisible | 13 |
Offense: Mainhand
Damage | 33 |
Accuracy | 15 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61.913460384987 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 41.066666666667 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 32.575 |
Ranged Defense | 34.575 |
Fatigue | 3 |
Physical Save | 22.9625 |
Spell Save | 44.341666666667 |
Mental Save | 40.358333333333 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Bleed Resistance | 100% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 455 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 382.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 832% over 10 turns and instantly restoring 42 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Burning Wake |
talent | Arcane Power |
talent | Wildfire |
talent | Arcane Shield |
talent | Shielding |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | Reduces global action speed by 16%. Slow |
beneficial effect | The time distortion has created a restoration field, healing the target for 132 each turn. Temporal Restoration Field |
beneficial effect | The target is recovering 14 life each turn. Recovery |
detrimental effect | The target is confused, acting randomly (chance 10%), unable to perform complex actions and takes 21.98 darkness damage per turn. Bane of Confusion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by blade horror. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Magic by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by cold drake. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 55. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed xorn fragment. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed hummerhorn wing. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of squid ink. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Bleakfury (17 def, 3 armour) Bleakfury (17 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +17 (+8 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +3% Damage when hit (Melee): 4 darkness Changes resistances penetration: +5% blight Physical save: +5 (+2 eff.) Spell save: +27 (+9 eff.) Mental save: +8 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+1 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.7 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 24% chance to completely evade them and granting you 13 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Light source | nightwalker's alchemist's lamp of clarity nightwalker's alchemist's lamp of clarityInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Changes stats: +5 Wil Critical mult.: +12.00% Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +13 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | aegis linen wizard hat of arcana (1 def, 0 armour) aegis linen wizard hat of arcana (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil / +4 Mag Life regen: +1.70 Spellpower: +3 (+1 eff.) Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | solipsist's gold ring solipsist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +7 (+2 eff.) Rings can have magical properties. |
Around waist | Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 277, based on Magic) for 10 turns, costing 20 power out of 14/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | magelord's yew magestaff of channeling (20-24 power, 4 apr, fire element) magelord's yew magestaff of channeling (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Damage (Melee): 26 arcane Changes damage: +20% fire Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +74.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 82.39 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Cloak | enveloping cashmere cloak of mindcraft (9 def, 0 armour) enveloping cashmere cloak of mindcraft (9 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +4 Cun / +3 Wil Physical save: +5 (+2 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 292 strength, based on Magic) for 5 turns, costing 24 power out of 16/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
This item will automatically be transmogrified when you leave the level. Primal Infusion (affinity 10%; cure magical, physical, mental)Primal Infusion (affinity 10%; cure magical, physical, mental) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
serendipitous gold amulet of strength (+8) =luck +8 str +5= serendipitous gold amulet of strength (+8) =luck +8 str +5=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +5 (+4 eff.) Defense: +7 (+4 eff.) Changes stats: +8 Lck / +5 Str Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level. arcing iron dagger of vileness (10.5-13.65 power, 5 apr)arcing iron dagger of vileness (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 8% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +8 blight / +5 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger of amnesia (18.5-24.05 power, 7 apr)balanced dwarven-steel dagger of amnesia (18.5-24.05 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.5 - 24.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +8 (+6 eff.) Defense: +6 (+3 eff.) Disarm immunity: +16% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of crippling (18-23.4 power, 7 apr)chilling dwarven-steel dagger of crippling (18-23.4 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +4 cold When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel dagger of amnesia (17.5-22.75 power, 7 apr)quick dwarven-steel dagger of amnesia (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Accuracy: +7 (+6 eff.) Changes stats: +3 Dex Sharp, short and deadly. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. quick stralite greatsword of crippling (49.5-79.2 power, 3 apr)quick stralite greatsword of crippling (49.5-79.2 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% On weapon crit: * cripple the target When wielded/worn: Accuracy: +12 (+8 eff.) Physical crit. chance: +13.0% Changes stats: +5 Dex Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of powermighty hardened leather sling of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +3 Str Changes resistances penetration: +13% physical Changes damage: +10% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. potent yew starstaff of channeling (25-30 power, 4 apr, darkness element)potent yew starstaff of channeling (25-30 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower: +21 (+5 eff.) Spell crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception =disguise= Cloak of Deception =disguise=Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
focusing woollen robe of lightning (+16%) (0 def, 0 armour) =wil +4 mag +5= focusing woollen robe of lightning (+16%) (0 def, 0 armour) =wil +4 mag +5=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Mag Changes resistances: +16% lightning Changes damage: +11% lightning Mana each turn: +0.13 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of alchemy (0 def, 0 armour)spellwoven woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% acid / +11% physical / +12% cold / +11% fire Changes damage: +6% acid / +6% physical / +7% cold / +7% fire Talent cooldown: Refit Golem (-3 turns) Spell save: +17 (+6 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere wizard hat 'Pitchflash' (2 def, 0 armour) =wil +6= cashmere wizard hat 'Pitchflash' (2 def, 0 armour) =wil +6=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +6 Wil Changes resistances: +3% darkness / +5% arcane Physical save: +8 (+4 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour)enlightening dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +5 Cun / +5 Wil Changes resistances: +20% cold Mental save: +16 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening hardened leather armour of fire resistance (3 def, 6 armour)enlightening hardened leather armour of fire resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Changes resistances: +18% fire Mental save: +13 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of command (11 def, 11 armour)hardened leather armour of command (11 def, 11 armour) Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+6 eff.) Fatigue: +8% Changes stats: +1 Cun Mental save: +13 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour of spell shielding (3 def, 6 armour)prismatic hardened leather armour of spell shielding (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +12% light / +11% darkness / +5% arcane Spell save: +12 (+4 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. corrosive dwarven-steel shield of cold resistance (+13%) (8 def, 2 armour, 72 block)corrosive dwarven-steel shield of cold resistance (+13%) (8 def, 2 armour, 72 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 10% chance to corrode armour Changes stats: +3 Con Changes resistances: +13% acid / +18% cold Talent granted: +3 Block Handheld deflection devices. |
Poronn (dig speed 12 turns) =DIG= Poronn (dig speed 12 turns) =DIG=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Fatigue: -6% Changes stats: +7 Str / +1 Mag Changes resistances penetration: +5% blight Changes damage: +8% mind / +7% fire Mental save: +7 (+2 eff.) Spellpower: +6 (+2 eff.) When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. psychokinetic pouch of dwarven-steel shots of vileness (22/23, 34-40.8 power, 3 apr)psychokinetic pouch of dwarven-steel shots of vileness (22/23, 34-40.8 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 On weapon hit: * 7% chance to disease * 10% chance to knock the target back Damage (Ranged): +6 blight / +18 physical Shots are used with slings to pummel your foes to death. |
supercharged ash wand of conjuration [power 205] (14 cooldown) supercharged ash wand of conjuration [power 205] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 102-205), putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ataxia the Skeleton Archmage level 16
53rd Haze 122nd year of Ascendancy at 03:28 see stats
By Ataxia the Skeleton Archmage level 16
80th Haze 122nd year of Ascendancy at 21:52 see stats
By Ataxia the Skeleton Archmage level 12
2nd Haze 122nd year of Ascendancy at 16:13 see stats
By Ataxia the Skeleton Archmage level 20
38th Regrowth 123rd year of Ascendancy at 04:33 see stats
By Ataxia the Skeleton Archmage level 15
49th Haze 122nd year of Ascendancy at 21:00 see stats
By Ataxia the Skeleton Archmage level 22
64th Regrowth 123rd year of Ascendancy at 01:22 see stats
By Ataxia the Skeleton Archmage level 16
53rd Haze 122nd year of Ascendancy at 02:58 see stats
By Ataxia the Skeleton Archmage level 10
5th Dusk 122nd year of Ascendancy at 00:59 see stats
By Ataxia the Skeleton Archmage level 20
36th Regrowth 123rd year of Ascendancy at 13:51 see stats
By Ataxia the Skeleton Archmage level 25
24th Pyre 123rd year of Ascendancy at 14:35 see stats
By Ataxia the Skeleton Archmage level 12
35th Dusk 122nd year of Ascendancy at 22:36 see stats
By Ataxia the Skeleton Archmage level 25
9th Pyre 123rd year of Ascendancy at 09:05 see stats
By Ataxia the Skeleton Archmage level 16
53rd Haze 122nd year of Ascendancy at 03:28 see stats
By Ataxia the Skeleton Archmage level 8
9th Flare 122nd year of Ascendancy at 13:27 see stats
By Ataxia the Skeleton Archmage level 16
53rd Haze 122nd year of Ascendancy at 03:28 see stats
By Ataxia the Skeleton Archmage level 16
1st Decay 122nd year of Ascendancy at 05:52 see stats
By Ataxia the Skeleton Archmage level 14
43rd Haze 122nd year of Ascendancy at 16:11 see stats
By Ataxia the Skeleton Archmage level 16
1st Decay 122nd year of Ascendancy at 02:45 see stats
By Ataxia the Skeleton Archmage level 17
10th Allure 123rd year of Ascendancy at 22:16 see stats
Log
Ataxia's cleansing fire area effect hits Celia for 7 fire, 3 cold, 5 lightning, 5 arcane (20 total damage).
Ataxia's cleansing fire area effect hits Skeleton warrior for 8 fire, 6 cold, 6 lightning, 6 arcane (25 total damage).
Ataxia's cleansing fire area effect hits Ghoul for 8 fire, 6 cold, 5 lightning, 6 arcane (24 total damage).
Ataxia's cleansing fire area effect hits Celia for 7 fire, 3 cold, 5 lightning, 5 arcane (20 total damage).
Talent Lightning is ready to use.
Talent Rune: Reflection Shield is ready to use.
Bane of Confusion from Celia hits Ataxia for (24 absorbed), 0 darkness (0 total damage).
Ataxia receives 132 healing from Temporal Restoration Field.
Ghoul misses Ataxia.
Your shield crumbles under the damage!
The shield around Ataxia crumbles.
Ataxia hits Skeleton warrior for 2 fire, 1 cold, 1 lightning, 1 arcane, 7 fire, 5 cold, 5 lightning, 5 arcane, (27 total damage).
Skeleton warrior hits Ataxia for (54 absorbed), 32 physical, (slow 16%) (32 total damage).
Ataxia casts Lightning.
Ataxia hits Celia for 99 fire, 39 cold, 62 lightning, 68 arcane (268 total damage).
Ataxia hits Skeleton warrior for 111 fire, 76 cold, 76 lightning (263 total damage).
Ataxia hits Will o' the wisp for 50 arcane damage.
Ataxia killed Skeleton warrior!
Ataxia's cleansing fire area effect hits Celia for 7 fire, 3 cold, 5 lightning, 5 arcane (20 total damage).
Ataxia's cleansing fire area effect hits Will o' the wisp for 7 fire, 1 cold, 4 lightning, 4 arcane (16 total damage).
Ataxia's cleansing fire area effect hits Ghoul for 8 fire, 6 cold, 5 lightning, 6 arcane (24 total damage).
Bane of Confusion from Celia hits Ataxia for 24 darkness damage.
Ataxia receives 132 healing from Temporal Restoration Field.
Celia stops surging mana.
Celia casts Invoke Darkness.
Ataxia is recovering from the damage!
Ghoul misses Ataxia.
Will o' the wisp explodes! Ataxia is enveloped in frost.
Saving game...