Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 27 / 16% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 27 on the 1st Decay 122nd year of Ascendancy at 06:52 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 14 (base 10) |
Magic | 96 (base 58) |
Willpower | 88 (base 54) |
Cunning | 23 (base 11) |
Resources
Life | -47/372 |
Mana | 199/667 |
Healing Factor | 1.0326086956522 |
Regeneration | 7.0733695652174 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +86.95652173913% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 38 |
Accuracy | 17 |
Crit Chance | 17% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 6 |
Accuracy | 17 |
Crit Chance | 25% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Arcane | +22% |
Cold | +8% |
All | 0% |
Darkness | +30% |
Light | +6% |
Temporal | +6% |
Physical | +8% |
Lightning | +31% |
Fire | +5% |
Mind | +5% |
Offense: Damage Penetration
Lightning | +47% |
Blight | +25% |
Arcane | +10% |
Cold | +51% |
Physical | +7% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 10 |
Ranged Defense | 24 |
Fatigue | 6 |
Physical Save | 10 |
Spell Save | 56 |
Mental Save | 40 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 51%( 70%) |
Cold | + 20%( 70%) |
All | + 9%( 70%) |
Lightning | + 14%( 70%) |
Temporal | + 16%( 70%) |
Fire | + 18%( 70%) |
Physical | + 13%( 70%) |
Defense: Immunities
Silence Resistance | 24% |
Bleed Resistance | 10% |
Confusion Resistance | 69% |
Pinning Resistance | 50% |
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 309.02 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 and physical effect and reduce all damage taken by 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (164 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Ice | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thunderstorm |
talent | Hurricane |
talent | Tempest |
talent | Feather Wind |
talent | Uttercold |
talent | Shielding |
talent | Arcane Power |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 14. Intimidated |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Lightning damage increased by 20%. Born into Magic |
beneficial effect | The target's spellpower has been increased by 18. Spellsurge |
detrimental effect | The target is being strangled and may not cast spells and suffers 20 damage each turn. Strangle Hold |
beneficial effect | The target does not consume any resources. Hidden Resources |
detrimental effect | Reduces global action speed by 15%. Slow |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by giant venus flytrap. Escort: lost sun paladin (level 2 of Trollmire) | failed |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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: * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' 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 orc heart. * You've found the needed bloated horror heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bear paw. | 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 within1 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 | Alymadunayon the pair of dwarven-steel boots (0 def, 4 armour) Alymadunayon the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Wil / +3 Cun / +4 Con Changes resistances penetration: +7% physical Silence immunity: +24% Confusion immunity: +33% Stun/Freeze immunity: +23% Spellpower: +5 (+1 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | nightwalker's brass lantern of focus nightwalker's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+4 eff.) Changes stats: +6 Wil Changes damage: +5% mind Critical mult.: +11.00% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Tulalin the cashmere wizard hat (7 def, 0 armour) Tulalin the cashmere wizard hat (7 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +7 (+7 eff.) Changes resistances: +12% acid Changes damage: +5% darkness / +6% temporal / +6% light / +8% physical Spell save: +3 (+1 eff.) Cut immunity: +10% Life regen: +2.60 Mana each turn: +1.20 Mana when hit: +1.00 Maximum mana: +70.00 Spellpower: +7 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Damage Shield Power: +8% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Loredegar (0 def, 2 armour) Loredegar (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 6 acid / 5 fire / 6 cold / 6 lightning Damage when hit (Melee): 4 blight Changes stats: +3 Mag / +4 Wil Changes resistances penetration: +25% blight Critical mult.: +20.00% Psi when hit: +0.12 Mana when firing critical spell: +2.00 Maximum mana: +60.00 Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Layowyn the dwarven-steel torque of mindblast [power 220] (12/15 cooldown) Layowyn the dwarven-steel torque of mindblast [power 220] (12/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spellpower: +30 (+6 eff.) It can be used to blast the opponent's mind dealing 231 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 34% for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Huchak' steel ring 'Huchak'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Str / +3 Dex / +5 Mag / +10 Wil Changes resistances penetration: +10% arcane Vim when firing critical spell: +2.00 Spellpower: +8 (+2 eff.) Rings can have magical properties. |
On fingers | Hazerebel the steel ring Hazerebel the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +12% cold Changes resistances penetration: +25% cold Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +26% Mana each turn: +0.16 Damage Shield penetration: +20% Rings can have magical properties. |
Around neck | archmage's steel amulet of manastreaming archmage's steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +26.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
In main hand | magewarrior's short elven-wood starstaff of wizardry (129% power, 5 apr, darkness element) magewarrior's short elven-wood starstaff of wizardry (129% power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +6.0% Physical power: +9 (+6 eff.) Changes stats: +2 Mag / +1 Wil Changes damage: +25% darkness Talent granted: +1 Command Staff Maximum mana: +54.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
Around waist | grounding hardened leather belt of magery grounding hardened leather belt of mageryPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +5% lightning / +8% temporal Spell crit. chance: +4% A belt that goes around your waist. |
In off hand | Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | Branohor the linen cloak (1 def, 0 armour) Branohor the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +3% acid / +4% physical / +5% arcane Spell save: +6 (+2 eff.) Life regen: +4.00 Maximum mana: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | 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: +9 Cun / +9 Mag Changes resistances: +9% all Changes damage: +22% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +20% 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. |
Inventory
wild infusion of the duelist (res 20%; magical, physical; dur 2; cd 11) wild infusion of the duelist (res 20%; magical, physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 magical and physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 nature talent. |
copper amulet 'Aleruikor' copper amulet 'Aleruikor'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 34 Changes resistances: +12% cold / +7% physical Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Stamina each turn: +0.30 Maximum life: +100.00 Amulets can have magical properties. |
Dayjustice =str/con= Dayjustice =str/con=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+9 eff.) Damage when hit (Melee): 2 light / 4 fire Changes stats: +10 Str / +9 Con Changes resistances: +22% acid / +6% light Changes damage: +11% acid Light radius: +1 Rings can have magical properties. |
Samagorn the copper ring =str/con= Samagorn the copper ring =str/con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+4 eff.) Changes stats: +8 Str / +2 Wil / +8 Con Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +2% Damage Shield penetration: +30% Rings can have magical properties. |
Zuboyama ZuboyamaInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid Mental save: +6 (+2 eff.) Confusion immunity: +31% Teleport immunity: +10% Maximum life: +20.00 Rings can have magical properties. |
Toxinwend the steel dagger (107% power, 6 apr) =dex/con= Toxinwend the steel dagger (107% power, 6 apr) =dex/con=Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +5 (+3 eff.) Damage when hit (Melee): 6 arcane Changes stats: +4 Dex / +5 Wil / +6 Con Changes damage: +3% nature / +6% arcane Maximum life: +18.00 Combat speed: +10% Sharp, short and deadly. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 242.51 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Eye of Summer (94% power, 18 apr, fire damage) Eye of Summer (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). This mindstar glows with a dim cool light, but seems somehow incomplete. |
cruel yew magestaff of power (120% power, 4 apr, lightning element) cruel yew magestaff of power (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +14 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of might (111% power, 3 apr, lightning element) shimmering ash magestaff of might (111% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +44.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+6 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.3 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 25.29 cold damage and 25.20 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
hardened leather belt 'Herig' =str= hardened leather belt 'Herig' =str=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+4 eff.) Fatigue: -6% Changes stats: +6 Str Critical mult.: +8.00% Maximum encumbrance: +31 Physical save: +7 (+7 eff.) Mindpower: +4 (+1 eff.) Infravision radius: +3 A belt that goes around your waist. |
cashmere cloak 'Coalworth' (2 def, 0 armour) =con= cashmere cloak 'Coalworth' (2 def, 0 armour) =con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes stats: +8 Con / +4 Mag Changes resistances: +19% darkness Changes resistances penetration: +32% darkness Changes damage: +11% darkness Stealth bonus: +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+11 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+10 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 44.93 to 56.16 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+11 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Glumikira the pair of dwarven-steel boots (0 def, 4 armour) =dex/con= Glumikira the pair of dwarven-steel boots (0 def, 4 armour) =dex/con=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+4 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 6 physical Changes stats: +6 Dex / +4 Con Changes resistances: +12% lightning Changes resistances penetration: +11% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ragendil' (0 def, 3 armour) pair of iron boots 'Ragendil' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +4 Cun / +4 Mag Maximum encumbrance: +21 Physical save: +7 (+7 eff.) Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Hettydar the hardened leather gloves (0 def, 2 armour) Hettydar the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+5 eff.) Armour: +2 Changes stats: +2 Mag Changes resistances: +3% temporal Changes damage: +9% temporal Critical mult.: +10.00% Physical save: +7 (+7 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +26% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +100.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 45.96 to 137.87 lightning damage (91.92 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
2 opal 2 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. |
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: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Geneg' (dig speed 15 turns) dwarven-steel pickaxe 'Geneg' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+5 eff.) Changes stats: +2 Str Changes resistances: +5% arcane / +7% physical Mental save: +12 (+4 eff.) Silence immunity: +20% Life regen: +4.00 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One 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 (+4 eff.) Mindpower: +5 (+1 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 10 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 20% 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 Activation costs 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged steel torque of clear mind [power 2] (12/29 cooldown) supercharged steel torque of clear mind [power 2] (12/29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
2 ametrine 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. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon 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
By Joe's Crab Shack the Higher Archmage level 13
4th Flare 122nd year of Ascendancy at 03:55 see stats
By Joe's Crab Shack the Higher Archmage level 25
78th Haze 122nd year of Ascendancy at 22:45 see stats
By Joe's Crab Shack the Higher Archmage level 10
2nd Mirth 122nd year of Ascendancy at 13:23 see stats
By Joe's Crab Shack the Higher Archmage level 20
51st Dusk 122nd year of Ascendancy at 03:56 see stats
By Joe's Crab Shack the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:57 see stats
By Joe's Crab Shack the Higher Archmage level 20
51st Dusk 122nd year of Ascendancy at 07:32 see stats
By Joe's Crab Shack the Higher Archmage level 20
45th Haze 122nd year of Ascendancy at 09:03 see stats
By Joe's Crab Shack the Higher Archmage level 14
20th Dusk 122nd year of Ascendancy at 18:02 see stats
By Joe's Crab Shack the Higher Archmage level 13
6th Mirth 122nd year of Ascendancy at 19:21 see stats
By Joe's Crab Shack the Higher Archmage level 20
46th Haze 122nd year of Ascendancy at 23:50 see stats
By Joe's Crab Shack the Higher Archmage level 24
74th Haze 122nd year of Ascendancy at 11:00 see stats
By Joe's Crab Shack the Higher Archmage level 17
35th Dusk 122nd year of Ascendancy at 00:24 see stats
Log
Horned Horror throws two quick punches.
Horned Horror performs a melee critical strike against Joe's Crab Shack!
Melee retaliation hits Horned Horror for (4 flat reduction), 0 lightning, (3 flat reduction), 0 blight, (4 flat reduction), 0 lightning, (3 flat reduction), 0 blight (0 total damage).
Horned Horror hits Joe's Crab Shack for (211 absorbed), (211 mana), 0 physical, (21 absorbed), (21 mana), 0 lightning, (288 absorbed), (288 mana), 0 physical, (21 absorbed), (21 mana), 0 lightning (0 total damage).
Talent Shock is ready to use.
Thunderstorm hits Horned Horror for (23 flat reduction), 21 lightning (21 total damage).
Strangle Hold from Horned Horror hits Joe's Crab Shack for (18 absorbed), (18 mana), 0 nature (0 total damage).
Joe's Crab Shack uses Hidden Resources.
Joe's Crab Shack's focuses.
You are unable to move!
Horned Horror lashes out with a flurry of fists.
Joe's Crab Shack deactivates Disruption Shield.
Joe's Crab Shack's disruption shield collapses and then explodes in a powerful manastorm!
Horned Horror is silenced and cannot use Chain Lightning.
Melee retaliation hits Horned Horror for (4 flat reduction), 0 lightning, (3 flat reduction), 0 blight, (4 flat reduction), 0 lightning, (3 flat reduction), 0 blight, (4 flat reduction), 0 lightning, (3 flat reduction), 0 blight (0 total damage).
Horned Horror hits Joe's Crab Shack for (191 absorbed), (191 mana), 0 physical, (21 absorbed), (385 mana), 0 lightning, 217 physical, 21 lightning, 182 physical (419 total damage).
Joe's Crab Shack the level 27 higher archmage was eviscerated to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.
Joe's Crab Shack deactivates Arcane Power.
Joe's Crab Shack is no longer surging arcane power.
Joe's Crab Shack has escaped the strangle hold.
Joe's Crab Shack deactivates Hurricane.
Joe's Crab Shack's loses some focus.
Joe's Crab Shack deactivates Uttercold.
Joe's Crab Shack deactivates Shielding.
Joe's Crab Shack deactivates Thunderstorm.
The furious lightning storm around Joe's Crab Shack calms down and disappears.
Joe's Crab Shack deactivates Feather Wind.
Joe's Crab Shack speeds up.
Joe's Crab Shack deactivates Tempest.