











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.0 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 50 / 22789% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1000009 (base 10) |
Dexterity | 1000020 (base 10) |
Constitution | 1000013 (base 10) |
Magic | 1000021 (base 18) |
Willpower | 1000020 (base 13) |
Cunning | 1000031 (base 11) |
Resources
Life | 1000444/1000444 |
Mana | 999492/999492 |
Stamina | 262/262 |
Equilibrium | 124 |
Healing Factor | 2.5 |
Regeneration | 2499997.5 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35.140895148437% |
Spell | +900% |
Global | +132.44806445728% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 9 |
See Stealth | 3077.8010206392 |
See Invisible | 5718.3174125442 |
Offense: Mainhand
Damage | 13560 |
Accuracy | 7473 |
Crit Chance | 600022% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6314 |
Crit Chance | 100% |
Speed | 0.1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 6623 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +104% |
Physical | +13% |
Acid | +12% |
Darkness | +45% |
Arcane | +53% |
Cold | +61% |
Fire | +62% |
Offense: Damage Penetration
Acid | +36% |
Arcane | +57% |
Cold | +63% |
All | +11% |
Lightning | +103% |
Physical | +63% |
Darkness | +41% |
Fire | +63% |
Nature | +26% |
Defense: Base
Armour (hardiness) | 2159.6909526687 (30%) |
Defense | 6623 |
Ranged Defense | 6632 |
Fatigue | 0 |
Physical Save | 5906 |
Spell Save | 5906 |
Mental Save | 5906 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 15%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 17%( 70%) |
All | 0%( 70%) |
Darkness | + 20%( 70%) |
Light | + 23%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 16%( 70%) |
Mind | + 30%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 81% |
Confusion Resistance | 20% |
Pinning Resistance | 100% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 4485 damage for 6 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 2242 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (10% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (81999928 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Thaumaturgy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Pure Aether |
talent | Wildfire |
talent | Hurricane |
talent | Energy Alteration |
talent | Uttercold |
talent | Daunting Presence |
talent | Premonition |
talent | Crystalline Focus |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Arcane Power |
talent | Shielding |
talent | Disruption Shield |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the injured seer from death by Let's Go!!. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Let's Go!!. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Spit Poison (+1 level(s)). | done |
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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. The fortress's current energy level is: 3. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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 failed to protect her when escorting her out of the crypt. | failed |
Equipment
On feet | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Defense: +10 (+0 eff.) Changes resistances: +7% lightning / +7% temporal / +20% darkness Disease immunity: +20% Silence immunity: +10% Confusion immunity: +20% Pinning immunity: +20% A pair of boots made of leather. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 11 cold Changes stats: +5 Wil Changes resistances: +6% acid / +17% cold / +12% mind / +9% lightning Changes damage: +8% cold Stun/Freeze immunity: +20% Healing mod.: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +12% lightning Mental save: +18 (+0 eff.) Psi each turn: +0.16 Psi when hit: +0.24 Hate when firing a critical mind attack: +2.00 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +20% light Changes resistances penetration: +25% lightning Changes damage: +30% lightning / +9% fire Light radius: +2 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 124 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+0 eff.) Changes stats: +8 Cun / +8 Dex Changes resistances: +15% blight / +9% temporal Changes resistances penetration: +25% darkness / +25% acid Changes damage: +30% darkness Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 10 lightning / 8 mind / 10 darkness Changes stats: +4 Con Changes resistances: +15% mind Changes resistances penetration: +15% lightning Changes damage: +15% darkness Amulets make your neck look great! |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +3% light / +3% mind Changes resistances penetration: +5% darkness Changes damage: +40% lightning / +40% cold / +40% arcane / +40% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Spell save: +3 (+0 eff.) Mental save: +9 (+0 eff.) Knockback immunity: +20% Spellpower: +32 (+0 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+0 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 406% Changes stats: +3 Dex / +3 Wil / +5 Cun Changes resistances: +15% acid Changes damage: +12% lightning / +12% acid Reduces incoming crit damage: 15.00% Mental save: +7 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +4 Mag Changes resistances penetration: +11% all Spell save: +12 (+0 eff.) Mental save: +18 (+0 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.34 Maximum mana: +80.00 Mindpower: +18 (+0 eff.) Mental crit. chance: +18% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Inventory
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +8 Defense: +9 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+0 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 17226.14 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (34452). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Maximum mana: +52.00 Spellpower: +30 (+0 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 10232 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +6% nature / +15% fire Changes resistances penetration: +25% fire Changes damage: +18% nature Stealth bonus: +7 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+0 eff.) Fatigue: -10% Damage when hit (Melee): 11 lightning Changes stats: +5 Str / +15 Dex / +3 Mag / +4 Wil / +4 Con Changes damage: +15% lightning Maximum encumbrance: +46 Physical save: +14 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Changes stats: +7 Str / +5 Dex / +1 Cun / +2 Con Changes damage: +6% physical Critical mult.: +5.00% Equilibrium when hit: +0.08 Only die when reaching: -20.00 life Maximum psi: +20.00 Lowers spell cool-downs by: 10% Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(14629 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 40 power out of 70/70) : Effective talent level: 2.0 Power cost: 40 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 5626.70 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 Activation costs 115 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. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Let's Go!! the Shalore Archmage level 50
4th Flare 122nd year of Ascendancy at 08:01 see stats
By Let's Go!! the Shalore Archmage level 10
74th Pyre 122nd year of Ascendancy at 13:32 see stats
By Let's Go!! the Shalore Archmage level 20
74th Pyre 122nd year of Ascendancy at 20:42 see stats
By Let's Go!! the Shalore Archmage level 30
75th Pyre 122nd year of Ascendancy at 06:22 see stats
By Let's Go!! the Shalore Archmage level 40
75th Pyre 122nd year of Ascendancy at 13:27 see stats
By Let's Go!! the Shalore Archmage level 50
2nd Mirth 122nd year of Ascendancy at 09:37 see stats
By Let's Go!! the Shalore Archmage level 14
74th Pyre 122nd year of Ascendancy at 20:42 see stats
By Let's Go!! the Shalore Archmage level 1
74th Pyre 122nd year of Ascendancy at 11:20 see stats
By Let's Go!! the Shalore Archmage level 1
74th Pyre 122nd year of Ascendancy at 11:20 see stats
By Let's Go!! the Shalore Archmage level 1
74th Pyre 122nd year of Ascendancy at 11:20 see stats
By Let's Go!! the Shalore Archmage level 1
74th Pyre 122nd year of Ascendancy at 11:20 see stats
By Let's Go!! the Shalore Archmage level 50
3rd Mirth 122nd year of Ascendancy at 15:07 see stats
By Let's Go!! the Shalore Archmage level 43
77th Pyre 122nd year of Ascendancy at 12:36 see stats
Log
Let's Go!! picks up (i.): cleansing drakeskin leather armour of lightning resistance (20 def, 8 armour).
Let's Go!! picks up (e.): stormbringer's steel waraxe of massacre (22-30 power, 3 apr).
Let's Go!! picks up (b.): savior's copper ring of warding.
Let's Go!! picks up (l.): drakeskin leather armour of the hero (20 def, 8 armour).
Let's Go!! picks up (f.): surging dragonbone starstaff of breaching (30-36 power, 6 apr, darkness element).
Talent Freeze is ready to use.
Talent Chain Lightning is ready to use.
Talent Arcane Vortex is ready to use.
Ran for 7 turns (stop reason: at door).
Ran for 1 turns (stop reason: dialog is displayed).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Personal New Achievement: Home sweet home (Madness (Roguelike) difficulty)!
Ran for 4 turns (stop reason: interesting character).
There is a teleportation circle to the surface here (press '' or right click to use).
Ran for 8 turns (stop reason: interesting terrain).
You gain 9.25 gold from the transmogrification of drakeskin leather armour of the hero (20 def, 8 armour).
You gain 3.30 gold from the transmogrification of cleansing drakeskin leather armour of lightning resistance (20 def, 8 armour).
You gain 5.85 gold from the transmogrification of stormbringer's steel waraxe of massacre (22-30 power, 3 apr).
You gain 8.65 gold from the transmogrification of surging dragonbone starstaff of breaching (30-36 power, 6 apr, darkness element).
You gain 4.12 gold from the transmogrification of savior's copper ring of warding.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
The furious lightning storm around Let's Go!! calms down and disappears.