Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.0Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Archer |
| Level / Exp | 27 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 20 on the 74th Regrowth 123rd year of Ascendancy at 14:22 / 1 |
Primary Stats
| Strength | 19 (base 12) |
| Dexterity | 63 (base 58) |
| Constitution | 81 (base 51) |
| Magic | 8 (base 10) |
| Willpower | 28 (base 10) |
| Cunning | 24 (base 12) |
Resources
| Life | 859/859 |
| Stamina | 193/193 |
| Healing Factor | 1.8643027888447 |
| Regeneration | 10.346880478088 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 11 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 105 |
| Accuracy | 68 |
| Crit Chance | 28% |
| APR | 28 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 41 (64.692942254812%) |
| Defense | 52 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 17 |
| Mental Save | 48 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Disarm Resistance | 15% |
| Confusion Resistance | 46% |
| Silence Resistance | 32% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 189 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Aim |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Unflinching Resolve (+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 talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
Escort the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell) | active |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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: 322. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed pouch of luminous horror dust. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed warg claw. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. | 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 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 | pair of hardened leather boots 'Khelirim' (9 def, 3 armour) pair of hardened leather boots 'Khelirim' (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes resistances: +12% acid / +9% fire Physical save: +9 (+3 eff.) Mental save: +30 (+10 eff.) Silence immunity: +32% Confusion immunity: +36% Stun/Freeze immunity: +27% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Quiver | arcing quiver of dragonbone arrows of accuracy (23/23, 57-79.8 power, 18 apr) arcing quiver of dragonbone arrows of accuracy (23/23, 57-79.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 57.0 - 79.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +12 lightning Arrows are used with bows to pierce your foes to death. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Light radius: +10 Absorbs all darkness (power 78, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 219.48 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +5 (+2 eff.) Spell save: +5 (+4 eff.) Mental save: +5 (+1 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
| Tool | Earthserpent (dig speed 24 turns) Earthserpent (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +2 Dex / +6 Cun / +8 Con Changes resistances: +10% darkness / +6% nature Damage affinity(heal): +15% darkness Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 13.10 cold and 13.67 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | gold ring 'Deepsoblivion' gold ring 'Deepsoblivion'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +2.0% Physical power: +4 (+2 eff.) Armour: +9 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +12% arcane Changes damage: +12% arcane / +6% darkness Physical save: +12 (+4 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Umbrasweep UmbrasweepRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 lightning When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +14.0% Changes resistances: +9% acid / +6% light / +6% darkness Changes resistances penetration: +18% physical Changes damage: +21% lightning / +20% physical Blindness immunity: +10% Disarm immunity: +15% Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves 'Shadowmaim' (0 def, 2 armour) hardened leather gloves 'Shadowmaim' (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 lightning / 9 mind Changes resistances: +7% lightning / +3% acid / +3% fire / +8% mind / +9% nature Changes resistances penetration: +10% darkness Changes damage: +6% lightning / +6% mind Life regen: +3.50 Stamina each turn: +0.50 Psi each turn: +0.21 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Murkquell (10 def, 12 armour) Murkquell (10 def, 12 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Armour: +12 Defense: +10 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 7 fire Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +18% fire / +6% nature / +11% physical Changes resistances penetration: +5% nature Changes damage: +3% darkness Life regen: +1.80 Stamina each turn: +0.70 Maximum life: +47.00 Healing mod.: +14% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 66 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 6 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
| Around neck | grounding stralite amulet of vision grounding stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% lightning Blindness immunity: +13% Stun/Freeze immunity: +28% Infravision radius: +6 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
Inventory
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 15.87 to 47.62 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tooth of the Mouth (dig speed 12 turns) 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+9 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 36 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Aliyat the Thalore Archer level 12
64th Dusk 122nd year of Ascendancy at 15:16 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Aliyat the Thalore Archer level 11
25th Dusk 122nd year of Ascendancy at 18:43 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By Aliyat the Thalore Archer level 18
52nd Regrowth 123rd year of Ascendancy at 11:28 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Aliyat the Thalore Archer level 16
53rd Haze 122nd year of Ascendancy at 16:44 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Aliyat the Thalore Archer level 23
49th Pyre 123rd year of Ascendancy at 04:49 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Aliyat the Thalore Archer level 23
36th Pyre 123rd year of Ascendancy at 12:18 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aliyat the Thalore Archer level 14
69th Dusk 122nd year of Ascendancy at 02:15 see stats
Level 10 (Roguelike)
Got a character to level 10.By Aliyat the Thalore Archer level 10
10th Dusk 122nd year of Ascendancy at 14:31 see stats
Level 20 (Roguelike)
Got a character to level 20.By Aliyat the Thalore Archer level 20
55th Regrowth 123rd year of Ascendancy at 19:00 see stats
Lucky Girl (Roguelike)
Saved Melinda again and invited her to the Fortress to cure her.By Aliyat the Thalore Archer level 25
3rd Dusk 123rd year of Ascendancy at 06:12 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Aliyat the Thalore Archer level 14
79th Dusk 122nd year of Ascendancy at 03:42 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Aliyat the Thalore Archer level 25
5th Mirth 123rd year of Ascendancy at 01:03 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Aliyat the Thalore Archer level 14
69th Dusk 122nd year of Ascendancy at 00:28 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Aliyat the Thalore Archer level 7
5th Flare 122nd year of Ascendancy at 03:53 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Aliyat the Thalore Archer level 24
78th Pyre 123rd year of Ascendancy at 00:10 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Aliyat the Thalore Archer level 4
1st Mirth 122nd year of Ascendancy at 15:05 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Aliyat the Thalore Archer level 24
3rd Mirth 123rd year of Ascendancy at 10:42 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Aliyat the Thalore Archer level 15
49th Haze 122nd year of Ascendancy at 06:08 see stats
Unstoppable (Roguelike)
Returned from the dead.By Aliyat the Thalore Archer level 20
74th Regrowth 123rd year of Ascendancy at 14:22 see stats
Log
You gain 4.99 gold from the transmogrification of nimble hardened leather armour of spell shielding (7 def, 6 armour).
You gain 8.74 gold from the transmogrification of marauder's hardened leather armour of Toknor (8 def, 6 armour).
You gain 7.30 gold from the transmogrification of augmenting cashmere wizard hat of the Brotherhood (2 def, 0 armour).
You gain 6.50 gold from the transmogrification of sand hardened leather gloves of dispersion (0 def, 9 armour).
You gain 2.64 gold from the transmogrification of cinder dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour).
You gain 0.90 gold from the transmogrification of pair of hardened leather boots of uncanny dodging (4 def, 3 armour).
You gain 5.79 gold from the transmogrification of focusing cashmere robe of power (2 def, 0 armour).
You gain 1.73 gold from the transmogrification of cashmere robe of power (2 def, 0 armour).
You gain 0.75 gold from the transmogrification of dwarven-steel waraxe (19.5-27.3 power, 4 apr).
You gain 8.25 gold from the transmogrification of penetrating dwarven-steel steamgun of fire.
You gain 3.73 gold from the transmogrification of shimmering yew magestaff of might (20-24 power, 4 apr, lightning element).
You gain 1.91 gold from the transmogrification of potent ash vilestaff (19-22.8 power, 3 apr, acid element).
You gain 2.76 gold from the transmogrification of earthen yew magestaff (20-24 power, 4 apr, cold element).
You gain 2.11 gold from the transmogrification of earthen ash vilestaff (15-18 power, 3 apr, acid element).
You gain 1.15 gold from the transmogrification of gifted thorny mindstar (7.5-8.25 power, 24 apr, mind damage).
You gain 25.00 gold from the transmogrification of Tinarirath (13.5-18.9 power, 3 apr).
You gain 8.66 gold from the transmogrification of thunderous dwarven-steel greatsword of daylight (38-60.8 power, 2 apr).
You gain 3.83 gold from the transmogrification of blazebringer's dwarven-steel greatsword (32.5-52 power, 2 apr).
You gain 8.35 gold from the transmogrification of truestriking dwarven-steel greatmaul of evisceration (41-61.5 power, 2 apr).
You gain 2.01 gold from the transmogrification of flaming dwarven-steel greatmaul of massacre (49-73.5 power, 2 apr).
You gain 12.50 gold from the transmogrification of Unstoppable Mauler (48-72 power, 15 apr).
You gain 3.45 gold from the transmogrification of quick stralite dagger of massacre (36.5-47.45 power, 9 apr).
You gain 1.59 gold from the transmogrification of arcing dwarven-steel dagger of massacre (27-35.1 power, 7 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (31-46.5 power, 2 apr).
You gain 1.30 gold from the transmogrification of heat beam rune (60 fire damage).
You gain 2.13 gold from the transmogrification of acid wave rune of the sneak (134 acid damage; disarm 5 turns with power 34).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel mildly anxious, and walk with caution.
Aliyat deactivates Aim.
