










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Reaver |
| Level / Exp | 13 / 13% |
| Size | big |
| Lifes / Deaths | Killed by yellow jelly at level 13 on the 32nd Dusk 122nd year of Ascendancy at 18:03 / 1 |
Primary Stats
| Strength | 9 (base 16) |
| Dexterity | 4 (base 11) |
| Constitution | 6 (base 20) |
| Magic | 42 (base 39) |
| Willpower | 19 (base 11) |
| Cunning | 24 (base 10) |
Resources
| Life | -7/293 |
| Mana | 97/97 |
| Vim | 102/114 |
| Healing Factor | 0.75590909090909 |
| Regeneration | 0.18897727272727 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 20 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Acid | +10% |
| Blight | +10% |
| Darkness | +16% |
| Fire | +10% |
| Nature | +5% |
Offense: Damage Penetration
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 2.395996970138 (48.103448275862%) |
| Defense | 20 |
| Ranged Defense | 21 |
| Fatigue | 8 |
| Physical Save | 24 |
| Spell Save | 21 |
| Mental Save | 7 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 8%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 12%( 70%) |
| Arcane | + 8%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Poison Resistance | 20% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blood Vengeance |
| talent | Willful Tormenter |
| talent | Infestation |
| talent | Premonition |
| talent | Absorb Life |
| talent | Overkill |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 14.86 nature damage per turn and decreasing all heals received by 21%. Insidious Poison |
| beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
| beneficial effect | Reduces lightning damage received by 15%. Premonition Shield |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 10. Illness |
| detrimental effect | The target is infected by a disease, reducing its constitution by 11 and doing 11.50 blight damage per turn. Rotting Disease |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The target's armour and saves are broken, reducing them by 13. Sunder Armour |
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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. | 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 |
Equipment
| On feet | traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -4% Maximum encumbrance: +23 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
| Light source | brass lantern 'Xerelrath'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Cun / +2 Dex Mental save: +5 (+5 eff.) Light radius: +5 See stealth: +6 See invisible: +6 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 | Lavasweep the hardened leather cap (7 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +4.0% Armour: +3 Defense: +7 (+4 eff.) Fatigue: +3% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Lck / +3 Cun Changes resistances: +6% fire / +9% light / +5% arcane Physical save: +12 (+6 eff.) Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. |
| Tool | defiled ash wand of clairvoyance [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Maximum vim: +7.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 59 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
| On fingers | Isonn the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Changes stats: +5 Str / +1 Mag / +1 Wil / +4 Con Spell save: +9 (+4 eff.) Mana when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +6 Rings can have magical properties. |
| Around waist | rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+2 eff.) Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | Kor's Fall (10-12 power, 0 apr, blight element)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: +2.5% procs dam / acc 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 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 4/6) : Effective talent level: 4.2 Power cost: 6 out of 4/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 114.70 physical damage to all targets in line, and inflicting bleeding for another 57.35 damage over 5 turns. 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. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
| Main armor | searing steel mail armour of implacability (2 def, 10 armour)Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +9% Damage (Melee): 8 acid / 9 fire Damage when hit (Melee): 8 acid / 8 fire Changes resistances: +12% acid / +11% fire Physical save: +6 (+3 eff.) A suit of armour made of mail. |
| Cloak | Salirima the Tempestwind (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Changes damage: +6% darkness / +24% lightning Physical save: +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warrior's copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Inventory
movement infusion of the psychic (422% 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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 422% 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. Its effects scale with your Willpower 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. |
regeneration infusion of the sneak (heal 207 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 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.steel greatsword (24.5-39.2 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged iron longsword of persecution (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 15% chance to cause random gloom Damage (Melee): +6 mind Damage against: +5% Unnatural When wielded/worn: Changes stats: +2 Cun / +4 Wil Sharp, long, and deadly. |
Girdle of the Calm Waters =+Wil=Infused 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. |
Demonoozer (0 def, 0 armour) =+Str,dex=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +2 Str / +1 Dex Changes resistances: +15% light Changes damage: +10% light / +3% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of protection (2 def, 2 armour) =Saves=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Physical save: +17 (+9 eff.) Spell save: +16 (+8 eff.) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tarruharahor (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Wil Changes resistances: +10% blight Changes damage: +10% blight Vim when firing critical spell: +3.00 Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
bladed rough leather cap of strength (+6) (0 def, 1 armour) =+Str=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +6 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 22.2 Physical damage. If the attack hits, the target is confused (15% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Glorawyn the hardened leather armour (14 def, 11 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +14 (+7 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes stats: +11 Str / +9 Dex / +5 Mag / +3 Wil / +5 Cun Changes resistances penetration: +15% blight Physical save: +10 (+5 eff.) Mental save: +11 (+11 eff.) Maximum life: +43.00 A suit of armour made of leather. |
troll-hide cured leather armour of the deep (2 def, 6 armour) =Waterbreathing=Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +5% acid / +6% cold Allows you to breathe in: water Life regen: +3.60 Maximum life: +30.00 Healing mod.: +12% A suit of armour made of leather. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+10 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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)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 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. |
Dawnking the dwarven-steel torque of thermal psionic shield [power 71] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 light / 8 acid Changes resistances: +3% light / +3% acid Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 71 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core =Will=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 38 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
steel torque of kinetic psionic shield [power 43] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Emorin [power 149] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% physical Critical mult.: +6.00% Physical save: +18 (+9 eff.) Mental crit. chance: +1% It can be used to creates a wall of flames lasting 4 turns (dealing 163 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
shadowy elm wand of trap destruction [power 19] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Erarmi the Shalore Reaver level 10
6th Flare 122nd year of Ascendancy at 04:51 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Erarmi the Shalore Reaver level 12
8th Dusk 122nd year of Ascendancy at 01:01 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Erarmi the Shalore Reaver level 12
9th Dusk 122nd year of Ascendancy at 14:23 see stats
Log
Epidemic from Erarmi hits Yellow jelly for 28 blight damage.
Decrepitude Disease from Erarmi hits Yellow jelly for 6 blight damage.
Decrepitude Disease from Erarmi hits Minotaur for 7 blight damage.
Erarmi is no longer out of phase.
Talent Virulent Disease is ready to use.
Erarmi HEALS from blight damage!
Insidious Poison from Cutpurse hits Erarmi for 9 nature damage.
Rotting Disease from Rogue hits Erarmi for 7 blight damage.
Decrepitude Disease from Rogue hits Erarmi for 7 blight damage.
Erarmi casts Soul Rot.
Erarmi's spell attains critical power!
Erarmi misses Yellow jelly.
Yellow jelly uses Slime Spit.
Yellow jelly misses Erarmi.
You collect a new ingredient: minotaur nose (1).
Weakness Disease from Erarmi hits Minotaur for 25 blight damage.
Epidemic from Erarmi hits Yellow jelly for 28 blight damage.
Erarmi hits Minotaur for 8 acid, 7 fire (17 total damage).
Erarmi's Soul Rot hits Yellow jelly for 74 blight damage.
Erarmi's Soul Rot hits Minotaur for 300 blight damage.
Minotaur hits Erarmi for 34 physical, 5 acid (40 total damage).
Erarmi's Soul Rot killed Yellow jelly!
Erarmi's Soul Rot killed Minotaur!
Erarmi is free from the decrepitude disease.
Talent Catalepsy is ready to use.
Erarmi HEALS from blight damage!
Insidious Poison from Cutpurse hits Erarmi for 12 nature damage.
Rotting Disease from Rogue hits Erarmi for 9 blight damage.
Saving game...











































































