Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Shalore |
Class | Archmage |
Level / Exp | 18 / 93% |
Size | medium |
Lifes / Deaths | Killed by Guseta the mean looking elven guard at level 18 on the 79th Dusk 122nd year of Ascendancy at 00:04 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 15 (base 10) |
Magic | 44 (base 42) |
Willpower | 45 (base 31) |
Cunning | 24 (base 11) |
Resources
Life | -31/207 |
Mana | 326/370 |
Positive | 0/81 |
Healing Factor | 0.35775862068966 |
Regeneration | 0.089439655172414 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 22 |
Accuracy | 17 |
Crit Chance | 12% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43.453895155758 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 30.55 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Acid | +9% |
Physical | +16% |
Arcane | +39% |
Cold | +21% |
Fire | +6% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 27.375 |
Ranged Defense | 27.375 |
Fatigue | 0 |
Physical Save | 39.6 |
Spell Save | 42.05 |
Mental Save | 43.383333333333 |
Defense: Resistances
Acid | + 8%( 70%) |
Blight | + 3%( 70%) |
Physical | + 14%( 70%) |
Cold | + 35%( 70%) |
All | 0%( 70%) |
Lightning | + 15%( 70%) |
Light | + 3%( 70%) |
Darkness | + 3%( 70%) |
Arcane | + 70%( 70%) |
Fire | + 15%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 727% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Arcane Power |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | You have an arcane eye observing for you in a radius of 6. Arcane Eye |
detrimental effect | Huge cut that bleeds, doing 63.43 physical damage per turn and decreasing all heals received by 64%. Deep Wound |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +76% arcane resistance. Arcane Storm |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' 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 honey tree root. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of luminous horror dust. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10.0 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 28.05 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star - deep black - and yet it somehow shines. |
On head | stabilizing linen wizard hat of the mountain (+11%) (1 def, 0 armour) stabilizing linen wizard hat of the mountain (+11%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Wil Changes resistances: +11% physical Changes damage: +11% physical Physical save: +6 A pointy cloth hat, very wizardly... |
Tool | supercharged iron torque of kinetic psionic shield [power 33] (4/27 cooldown) supercharged iron torque of kinetic psionic shield [power 33] (4/27 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 33 for 6 turns, placing all other charms into a 27 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | psionicist's steel ring of pilfering psionicist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Armour penetration: +8 Defense: +9 Changes stats: +3 Wil Mental save: +6 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 20/50) : Effective talent level: 2.0 Power cost: 40 out of 20/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 18 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around waist | Velawen VelawenCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% cold / +6% fire Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 A belt that goes around your waist. |
In main hand | Xeroralle the ash magestaff (15-18 power, 3 apr, arcane damage) Xeroralle the ash magestaff (15-18 power, 3 apr, arcane damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +21% arcane Talent granted: +1 Command Staff Physical save: +7 Spell save: +7 Mental save: +7 Spellpower: +10 Spell crit. chance: +6% New effects duration reduction after a teleport: +30% Staves designed for wielders of magic, by the greats of the art. |
On hands | Strikestrider (0 def, 1 armour) Strikestrider (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Damage when the wearer is hit: 12 acid Changes resistances: +6% lightning Changes damage: +6% lightning / +3% acid Physical save: +12 Spell save: +3 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | shimmering woollen robe (0 def, 0 armour) shimmering woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +12% arcane Maximum mana: +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Dawnserpent (16 def, 9 armour) Dawnserpent (16 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +16 Changes stats: +5 Str / +3 Wil / +2 Cun / +3 Con Damage when the wearer is hit: 12 light Changes resistances: +9% fire / +9% cold / +9% lightning / +9% acid / +3% light Physical save: +23 Spell save: +25 Mental save: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Emynn the Obsidianpiercer Emynn the ObsidianpiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +3% darkness / +3% blight Changes resistances penetration: +5% darkness / +5% blight Talent mastery: +0.20 Spell / Fire Amulets can have magical properties. |
Inventory
healing infusion (heal 232) healing infusion (heal 232)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: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 232 life. 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. |
wild infusion (resist 19%; cure mental) wild infusion (resist 19%; cure mental)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: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 19% for 5 turns. 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. |
wild infusion of the warrior (resist 11%; cure physical) wild infusion of the warrior (resist 11%; cure physical)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: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 11% for 5 turns. 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. |
phase door rune of the psychic (range 16; power 49; dur 3) phase door rune of the psychic (range 16; power 49; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 49%, your defense is increased by 49 and all your resistances by 49%. Its effects scale with your Willpower 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. |
vision rune of the wizard (radius 9; dur 14; see demon) vision rune of the wizard (radius 9; dur 14; see demon)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: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 19) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any demon around. Its effects scale with your Magic 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. |
Galenight the steel ring Galenight the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Damage when the wearer is hit: 8 fire Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Mindpower: +7 Rings can have magical properties. |
copper ring 'Gligath' copper ring 'Gligath'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 Changes stats: +5 Cun / +5 Dex Damage when the wearer is hit: 12 temporal Changes damage: +9% arcane / +3% temporal Rings can have magical properties. |
gold ring 'Abysshue' gold ring 'Abysshue'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +12% blight Changes damage: +12% blight Critical mult.: +15.00% Maximum encumbrance: +30 Mental save: +5 Confusion immunity: +20% Rings can have magical properties. |
savior's steel ring of nature (+22%) savior's steel ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Physical save: +8 Spell save: +8 Mental save: +7 Rings can have magical properties. |
steel ring of fire (+20%) steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
steel ring of fire (+20%) steel ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. |
steel ring of nature (+22%) steel ring of nature (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
wizard's copper ring of darkness (+20%) wizard's copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 Rings can have magical properties. |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Disease immunity: +0% Spellpower: +15 Spell crit. chance: +10% It can be used to cure diseases and poisons, costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
shimmering elm magestaff of warding (10-12 power, 2 apr, fire damage) shimmering elm magestaff of warding (10-12 power, 2 apr, fire damage)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 Maximum wards: +2 fire Changes damage: +10% fire Talents granted: +1 Command Staff +2 Ward Mana each turn: +0.11 Maximum mana: +33.00 Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
steady rough leather gloves of strength (+2) (0 def, 1 armour) steady rough leather gloves of strength (+2) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 Physical power: +6 Armour: +1 Changes stats: +2 Str Physical save: +5 Mental save: +5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap of the depths (0 def, 1 armour) grounding rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +6% lightning / +6% temporal Allows you to breathe in: water A cap made of leather. |
iron shield of faith (4 def, 2 armour, 22 block) iron shield of faith (4 def, 2 armour, 22 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes stats: +2 Wil Talent granted: +1 Block It can be used to activate talent Barrier, placing all other charms into a 40 cooldown : Effective talent level: 1.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 198 damage. The total damage the barrier can absorb will increase with your Spellpower. Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. quiver of elm arrows 'Flamedeath' (13/13, 8.5-11.9 power, 5 apr)quiver of elm arrows 'Flamedeath' (13/13, 8.5-11.9 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 8.5 - 11.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 Damage when this weapon hits(ranged): +12 fire Damage conversion: 50% fire Arrows are used with bows to pierce your foes to death. |
agate 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 Gems can be sold for money or used in arcane rituals. |
127 alchemist agate 127 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. |
7 aquamarine 7 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 Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Issikan' (dig speed 26 turns) dwarven-steel pickaxe 'Issikan' (dig speed 26 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 Armour penetration: +2 Physical power: +6 Changes stats: +6 Str / +4 Dex Physical save: +6 Life regen: +0.20 Maximum psi: +10.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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, 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 is 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. |
iron torque of clear mind [power 1] (4/20 cooldown) iron torque of clear mind [power 1] (4/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 23] (4/20 cooldown) iron torque of thermal psionic shield [power 23] (4/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 23 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of charged psionic shield [power 73] (4/25 cooldown) supercharged steel torque of charged psionic shield [power 73] (4/25 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 and blight damage by 73 for 6 turns, placing all other charms into a 25 cooldown. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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% Gems can be sold for money or used in arcane rituals. |
Glywen [power 253] (4/9 cooldown) Glywen [power 253] (4/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Fatigue: -4% Critical mult.: +10.00% Maximum life: +10.00 It can be used to fire a bolt of a random element (dam 126-253), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright ash wand of trap destruction [power 36] (4/15 cooldown) bright ash wand of trap destruction [power 36] (4/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to try to disarm traps in a line (disarm power 36), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 citrine 2 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 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By JMPicard X the Shalore Archmage level 10
3rd Summertide 122nd year of Ascendancy at 22:27 see stats
By JMPicard X the Shalore Archmage level 6
74th Pyre 122nd year of Ascendancy at 21:25 see stats
By JMPicard X the Shalore Archmage level 4
74th Pyre 122nd year of Ascendancy at 20:07 see stats
By JMPicard X the Shalore Archmage level 11
50th Dusk 122nd year of Ascendancy at 23:43 see stats
Log
JMPicard X deactivates Chant of Fortress.
JMPicard X slows down.
JMPicard X activates Chant of Fortress.
JMPicard X deactivates Arcane Power.
JMPicard X activates Arcane Power.
JMPicard X casts Arcane Eye.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
JMPicard X casts Teleport.
Selects a target to teleport...
Selects a teleport location...
Today is the 79th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
JMPicard X's arcane area effect hits JMPicard X for 8 arcane damage.
JMPicard X is no longer out of phase.
Deep Wound from Guseta the mean looking elven guard hits JMPicard X for 53 physical damage.
JMPicard X's arcane area effect hits JMPicard X for 8 arcane damage.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
JMPicard X deactivates Chant of Fortress.
JMPicard X activates Chant of Fortress.
JMPicard X deactivates Arcane Power.
JMPicard X activates Arcane Power.
JMPicard X wears(replacing): supercharged iron torque of kinetic psionic shield [power 33] (27 cooldown).
JMPicard X has regained its confidence.
Deep Wound from Guseta the mean looking elven guard hits JMPicard X for 53 physical damage.
JMPicard X's arcane area effect hits JMPicard X for 8 arcane damage.
supercharged iron torque of kinetic psionic shield [power 33] (4/27 cooldown) is still recharging.
Arcane Reconstruction is still on cooldown for 1 turns.
Saving game...