











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 25 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinona the mean looking elven guard at level 25 on the 10th Allure 123rd year of Ascendancy at 08:59 / 1 |
Primary Stats
| Strength | 28.01790310883 (base 36) |
| Dexterity | 11 (base 10) |
| Constitution | 1 (base 10) |
| Magic | 66 (base 55) |
| Willpower | 14 (base 10) |
| Cunning | 28 (base 23) |
Resources
| Life | -28/540 |
| Mana | 226/248 |
| Stamina | 80/142 |
| Healing Factor | 1.021052631579 |
| Regeneration | 12.712105263158 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +29.18105373397% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 26.793158136509 |
| See Invisible | 26.793158136509 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 34 |
| Crit Chance | 42% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +4% |
| Temporal | +11% |
| Physical | +5% |
| Arcane | +6% |
| Mind | +24% |
| All | 0% |
Offense: Damage Penetration
| Physical | +8% |
| Lightning | +35% |
| Fire | +20% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 76.041841032001 (89.10447761194%) |
| Defense | 9 |
| Ranged Defense | 26 |
| Fatigue | 15 |
| Physical Save | 33 |
| Spell Save | 26 |
| Mental Save | 23 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Arcane | + 7%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 23%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 81% |
| Poison Resistance | 10% |
| Blind Resistance | 30% |
| Silence Resistance | 15% |
| Bleed Resistance | 10% |
| Teleport Resistance | 35% |
| Pinning Resistance | 100% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 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 273 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 40 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 923% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.40 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Chant of Fortress |
| talent | Arcane Feed |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 12% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is hexed, granting it 43% chance each turn to be dazed for 3 turns. Pacification Hex |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 100.60 fire damage, and talent cooldowns are increased by 59% plus 1 turn. Burning Hex |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
| detrimental effect | The target is infected by a disease, reducing its strength by 22 and doing 62.04 blight damage per turn. Weakness Disease |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 22 and doing 62.04 blight damage per turn. Rotting Disease |
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 grave | 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 lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 25. | 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 precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bear paw. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 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.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed red crystal shard. * You've found the needed snow giant kidney. | 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 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 within3 lumberjacks have died. | 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 | Khelegrim the pair of iron boots (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes resistances: +18% cold Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Poison immunity: +10% Silence immunity: +15% Teleport immunity: +15% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +2 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. |
| On head | Belywen (0 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes resistances: +9% blight / +8% cold Allows you to breathe in: water Physical save: +6 (+3 eff.) Blindness immunity: +20% Cut immunity: +10% Teleport immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +2 Damage (Melee): 7 nature Changes stats: +3 Str Changes resistances: +5% nature Changes damage: +4% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | steel torque of charged psionic shield [power 49] (3/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 49 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Yveminne the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +3 Wil / +5 Cun Changes resistances: +11% temporal Changes damage: +6% arcane / +11% temporal Mental save: +6 (+3 eff.) Spellpower: +7 (+3 eff.) Rings can have magical properties. |
| On fingers | copper ring 'Strikewrest'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +4 Changes stats: +2 Str Changes resistances penetration: +25% lightning Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +20% Life regen: +0.20 Maximum life: +23.00 Rings can have magical properties. |
| Around neck | grounding steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +10% lightning Stun/Freeze immunity: +29% Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +24.00 Amulets can have magical properties. |
| In main hand | Gloryna (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +4 arcane Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +16 ice When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Physical crit. chance: +11.0% Armour: +7 Damage when hit (Melee): 4 mind Changes resistances penetration: +8% cold / +8% physical Changes damage: +9% mind One-handed war axes. |
| Around waist | nightruned rough leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Changes resistances: +5% light / +5% darkness Critical mult.: +6.00% A belt that goes around your waist. |
| In off hand | Firekill the steel shield (6 def, 2 armour, 18-21.6 power, 40.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 18.0 - 21.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 Damage (Melee): +13 light / +20 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to blind Changes stats: +4 Con / +2 Mag Changes resistances: +12% fire / +12% light / +6% darkness Changes resistances penetration: +20% fire Talent granted: +2 Block Handheld deflection devices. |
| Cloak | Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 54 power out of 7/60) : Effective talent level: 1.4 Power cost: 54 out of 7/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 103.83 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Main armor | Voretira the Nimbuslady (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Str Changes resistances: +12% lightning / +8% physical / +12% darkness Changes resistances penetration: +10% lightning Changes damage: +15% mind Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
movement infusion (552% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.movement infusion of the warrior (530% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion of the sneak (rad 7; power 38; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 19). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 38) for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.shielding rune of the titan (absorb 219 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 219 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.stabilizing stralite amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +37% Knockback immunity: +29% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.stralite battleaxe (47.5-71.25 power, 3 apr) Requires: - Strength 35 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.5 - 71.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.elven-wood longbow of lightning Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +24 lightning When wielded/worn: Changes damage: +18% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.steady reinforced leather sling of power Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +6.0% Changes resistances penetration: +16% physical Changes damage: +11% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.hardened leather belt of transcendence Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical save: +8 (+4 eff.) Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.cleansing cashmere wizard hat (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +9% nature / +8% blight A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A cap made of leather. |
miner's dwarven-steel helm of strength (+4) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Str Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Phoenixquick the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid / 8 fire Damage when hit (Melee): 9 acid / 21 fire Changes resistances: +13% acid / +13% fire Changes resistances penetration: +10% fire Changes damage: +12% acid / +15% fire A suit of armour made of mail. |
impenetrable iron mail armour of Eyal (2 def, 10 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+2 eff.) Fatigue: +12% Life regen: +1.20 Maximum life: +45.00 Healing mod.: +11% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield (8 def, 2 armour, 28-33.6 power, 77.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 When wielded/worn: Armour: +2 Defense: +8 (+8 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
stralite shield of lightning resistance (+27%) (10 def, 2 armour, 45.5-54.6 power, 147 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +147 When wielded/worn: Armour: +2 Defense: +10 (+10 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +27% lightning Talent granted: +4 Block Handheld deflection devices. |
6 agate0.00 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. |
43 alchemist agate0.00 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. |
5 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 aquamarine0.00 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald0.00 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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
alchemist's lamp 'Cloudoblivion'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% lightning Changes resistances penetration: +20% lightning / +25% mind Changes damage: +9% mind Blindness immunity: +31% Confusion immunity: +12% Light radius: +7 See stealth: +11 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.4 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 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. |
Rod of Recall (2/2)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 180 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 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. |
Nimbus's kiss [power 79] (3/18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +12% lightning Changes damage: +9% blight / +21% lightning It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 79 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 25] (3/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elven-wood wand of conjuration [power 289] (3/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to fire a bolt of a random element with (base) damage 144 to 289, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 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. |
3 ametrine0.00 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 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
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Armstrong the Higher Arcane Blade level 13
19th Dusk 122nd year of Ascendancy at 16:20 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Armstrong the Higher Arcane Blade level 20
69th Haze 122nd year of Ascendancy at 17:40 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Armstrong the Higher Arcane Blade level 18
59th Haze 122nd year of Ascendancy at 21:47 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Armstrong the Higher Arcane Blade level 24
6th Allure 123rd year of Ascendancy at 00:02 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Armstrong the Higher Arcane Blade level 23
5th Decay 122nd year of Ascendancy at 21:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Armstrong the Higher Arcane Blade level 10
1st Summertide 122nd year of Ascendancy at 05:03 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Armstrong the Higher Arcane Blade level 20
68th Haze 122nd year of Ascendancy at 23:59 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Armstrong the Higher Arcane Blade level 14
30th Dusk 122nd year of Ascendancy at 09:28 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Armstrong the Higher Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 01:31 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Armstrong the Higher Arcane Blade level 23
1st Wintertide 123rd year of Ascendancy at 04:58 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Armstrong the Higher Arcane Blade level 9
6th Mirth 122nd year of Ascendancy at 08:53 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Armstrong the Higher Arcane Blade level 23
10th Decay 122nd year of Ascendancy at 12:21 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Armstrong the Higher Arcane Blade level 18
61st Haze 122nd year of Ascendancy at 07:27 see stats
Log
Armstrong rushes out!
Armstrong is recovering from the damage!
Eilinona the mean looking elven guard hits Armstrong for 89 fire damage.
Armstrong stops regenerating health quickly.
Weakness Disease from Eilinona the mean looking elven guard hits Armstrong for 56 blight damage.
Armstrong receives 24 healing.
Armstrong casts Arcane Reconstruction.
Armstrong's spell attains critical power!
Eilinona the mean looking elven guard slows down.
Eilinona the mean looking elven guard hits Armstrong for 89 fire damage.
Armstrong receives 451 healing.
Eilinona the mean looking elven guard casts Virulent Disease.
Eilinona the mean looking elven guard's spell attains critical power!
Armstrong is afflicted by a rotting disease!
Eilinona the mean looking elven guard casts Soul Rot.
Weakness Disease from Eilinona the mean looking elven guard hits Armstrong for 68 blight damage.
Rotting Disease from Eilinona the mean looking elven guard hits Armstrong for 68 blight damage.
Armstrong receives 20 healing.
Armstrong uses Gift of the Highborn.
Armstrong starts regenerating health quickly.
Eilinona the mean looking elven guard's Soul Rot hits Armstrong for 263 blight damage.
Armstrong stops surging mana.
Weakness Disease from Eilinona the mean looking elven guard hits Armstrong for 68 blight damage.
Rotting Disease from Eilinona the mean looking elven guard hits Armstrong for 68 blight damage.
Armstrong receives 22 healing.
Armstrong casts Phase Door.
Saving game...







































































































