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 | Female |
Race | Higher |
Class | Archmage |
Level / Exp | 25 / 38% |
Size | medium |
Lifes / Deaths | Killed by Glubeth the mean looking elven guard at level 25 on the 45th Haze 122nd year of Ascendancy at 09:14 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 12 (base 10) |
Magic | 78 (base 55) |
Willpower | 47 (base 32) |
Cunning | 34 (base 30) |
Resources
Life | -16/362 |
Mana | 94/321 |
Healing Factor | 0.10349650349649 |
Regeneration | 0.025874125874122 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -24.14820496224% |
Spell | 0% |
Global | +55.687203791469% |
Vision
Sight | 13 |
Lite | 6 |
Infravision | 5 |
See Invisible | 8 |
Offense: Mainhand
Damage | 30 |
Accuracy | 5 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Blight | +16% |
Arcane | +23% |
Cold | +17% |
All | +7% |
Lightning | +80% |
Temporal | +19% |
Physical | +14% |
Mind | +25% |
Nature | +19% |
Offense: Damage Penetration
Blight | +10% |
Lightning | +75% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 38 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 48 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 44%( 70%) |
Mind | + 39%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 44%( 70%) |
All | + 33%( 70%) |
Defense: Immunities
Silence Resistance | 23% |
Disarm Resistance | 23% |
Knockback Resistance | 22% |
Confusion Resistance | 43% |
Stun Resistance | 72% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 35% |
Inscriptions (4/4)
Runes | Effective talent level: 1.3 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.3 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 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 1068% for 10 turns (73 total) and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Spell / Storm | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Spell / Air | 1.60 |
| 1/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Spell / Arcane | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.60 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.60 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.60 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.60 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thunderstorm |
talent | Hurricane |
talent | Tempest |
talent | Feather Wind |
talent | Shielding |
talent | Arcane Shield |
detrimental effect | Reduces global action speed by 79%. Slow |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | You have an arcane eye observing for you in a radius of 9. Arcane Eye |
detrimental effect | Huge cut that bleeds, doing 93.27 physical damage per turn and decreasing all heals received by 101%. Deep Wound |
beneficial effect | The target is out of phase with reality, increasing defense by 22, resist all by 22%, and reducing the duration of detrimental timed effects by 22%. Out of PhaseThese effects cap at 40%. |
beneficial effect | Lightning damage increased by 20%. Born into Magic |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is blinded, unable to see anything. Blinded |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Su. Escort: temporal explorer (level 3 of Old Forest) | 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 have explored the Old Forest and vanquished Wrathroot. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed sandworm tooth. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | 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 within2 lumberjacks have died. | 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 | undeterred pair of iron boots of evasion (3 def, 3 armour) undeterred pair of iron boots of evasion (3 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: +2% Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +26% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Blastreaper' brass lantern 'Blastreaper'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil Changes resistances: +6% mind Changes resistances penetration: +5% lightning Light radius: +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 | 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: 1.3 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 26.35 to 79.04 lightning damage (52.69 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | soothing steel torque of clear mind [power 2] (13.5/25 cooldown) soothing steel torque of clear mind [power 2] (13.5/25 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 25 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Olohad' steel ring 'Olohad'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +8 Mag / +5 Wil / +3 Cun Changes resistances: +3% mind Changes resistances penetration: +10% blight Changes damage: +9% blight Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +23.00 Spellpower: +14 (+4 eff.) Rings can have magical properties. |
On fingers | Hettirefang the copper ring Hettirefang the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Con Changes damage: +3% acid Mental save: +5 (+3 eff.) Confusion immunity: +23% Rings can have magical properties. |
Around waist | spiritwalker's hardened leather belt of recklessness spiritwalker's hardened leather belt of recklessnessPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+3 eff.) Changes stats: +5 Mag Critical mult.: +6.00% Mana each turn: +0.18 Maximum mana: +26.00 A belt that goes around your waist. |
In main hand | Glimikira (120% power, 4 apr, lightning element) Glimikira (120% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] 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: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Cun Changes resistances penetration: +10% lightning Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +21% Staves designed for wielders of magic, by the greats of the art. |
On hands | Ulfyblek the dwarven-steel gauntlets (30 def, 9 armour) Ulfyblek the dwarven-steel gauntlets (30 def, 9 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Defense: +30 (+10 eff.) Fatigue: +3% Damage (Melee): 9 physical Changes resistances: +6% cold Changes damage: +7% physical Reduces incoming crit damage: 15.00% Physical save: +12 (+6 eff.) Healing mod.: +10% 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. |
Main armor | timebroken cashmere robe of power (0 def, 0 armour) timebroken cashmere robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes resistances: +11% all Changes damage: +12% temporal / +7% arcane / +7% all Maximum mana: +47.00 Spellpower: +18 (+5 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Healrage the linen cloak (1 def, 0 armour) Healrage the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Changes damage: +9% arcane / +12% nature Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Maximum mana: +45.00 Maximum vim: +40.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Cracklezephyr the steel amulet Cracklezephyr the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +6% lightning Changes resistances penetration: +10% lightning / +10% mind Changes damage: +15% lightning / +18% mind Blindness immunity: +22% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Inventory
manasurge rune of the wizard (regen 1350% over 10 turns; mana 68; cd 15) manasurge rune of the wizard (regen 1350% over 10 turns; mana 68; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 1350% for 10 turns (92 total) and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 spell talent. |
grounding steel amulet of manastreaming grounding steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +23% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets can have magical properties. |
mindweaver's copper amulet of manastreaming mindweaver's copper amulet of manastreamingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag / +2 Wil Mental save: +6 (+3 eff.) Confusion immunity: +12% Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Mindpower: +6 (+3 eff.) Amulets can have magical properties. |
Tulyrantir (118% power, 2 apr) =cun= Tulyrantir (118% power, 2 apr) =cun=Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +10% acid Maximum psi: +10.00 Mental crit. chance: +1% Sharp, long, and deadly. |
mossy mindstar 'Kindlejustice' (75% power, 12 apr, mind damage) =cun= mossy mindstar 'Kindlejustice' (75% power, 12 apr, mind damage) =cun=Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% nature / +6% cold Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Emoserin =cun= Emoserin =cun=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +9% lightning / +3% blight Changes damage: +3% temporal Reduces incoming crit damage: 15.00% Trap disarming bonus: +7 Stealth bonus: +6 Disease immunity: +10% Disarm immunity: +20% Infravision radius: +4 A belt that goes around your waist. |
Grinetodig the Gloomblast Grinetodig the GloomblastPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +3% darkness Changes resistances penetration: +10% darkness / +20% lightning Changes damage: +9% lightning / +3% darkness Maximum encumbrance: +24 A belt that goes around your waist. |
Airdredge (1 def, 0 armour) Airdredge (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +3% temporal Changes resistances penetration: +10% lightning Changes damage: +9% lightning Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Myrand (2 def, 0 armour) Myrand (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +1 Wil / +2 Con Changes resistances: +6% fire / +9% nature / +6% darkness Physical save: +7 (+3 eff.) Maximum life: +95.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xanyda (7 def, 0 armour) =cun= Xanyda (7 def, 0 armour) =cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Changes stats: +1 Str / +3 Dex / +3 Cun Changes damage: +3% mind Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Balastir (0 def, 0 armour) Balastir (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +7 Mag / +7 Wil Changes resistances: +9% mind / +28% light / +11% all Changes resistances penetration: +15% mind Changes damage: +19% light Silence immunity: +54% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+7 eff.) Life regen: +0.20 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
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 (+4 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 (+2 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. |
Saluta (0 def, 1 armour) =cun= Saluta (0 def, 1 armour) =cun=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 48% Changes stats: +3 Cun Changes damage: +9% physical Reduces incoming crit damage: 10.00% Maximum encumbrance: +23 Physical save: +5 (+2 eff.) Spell save: +9 (+3 eff.) Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots of massiveness (0 def, 4 armour)pair of dwarven-steel boots of massiveness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +6 Con Changes damage: +6% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =cun= Sludgegrip (0 def, 0 armour) =cun=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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
storm rough leather gloves of dexterity (+3) (0 def, 1 armour) storm rough leather gloves of dexterity (+3) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+11 eff.) Armour: +1 Damage (Melee): 6 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +4% lightning 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. |
Adaredhetha the Magmahack (0 def, 3 armour) =cun= Adaredhetha the Magmahack (0 def, 3 armour) =cun=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun Changes resistances: +3% fire / +11% light / +10% darkness Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Lisenn' (0 def, 3 armour) =Water Breathing= iron helm 'Lisenn' (0 def, 3 armour) =Water Breathing=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% cold Changes damage: +3% acid Allows you to breathe in: water Cut immunity: +20% Knockback immunity: +10% Maximum mana: +60.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
70 alchemist agate 70 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
Starvortex (dig speed 24 turns) =Dark AFF= Starvortex (dig speed 24 turns) =Dark AFF=Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% acid / +9% cold / +7% darkness / +6% light Changes resistances penetration: +20% acid Damage affinity(heal): +15% darkness Light radius: +3 Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Nightgore the brass lantern =cun= Nightgore the brass lantern =cun=Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% darkness Equilibrium when hit: +0.08 Psi when hit: +0.04 Light radius: +5 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. |
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 (+5 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: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 9 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. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 261/400. 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. |
amethyst 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. |
Achievements
By Su the Higher Archmage level 20
64th Dusk 122nd year of Ascendancy at 19:26 see stats
By Su the Higher Archmage level 23
42nd Haze 122nd year of Ascendancy at 12:16 see stats
By Su the Higher Archmage level 10
3rd Mirth 122nd year of Ascendancy at 00:17 see stats
By Su the Higher Archmage level 20
26th Dusk 122nd year of Ascendancy at 10:29 see stats
By Su the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:11 see stats
By Su the Higher Archmage level 20
21st Haze 122nd year of Ascendancy at 14:43 see stats
By Su the Higher Archmage level 17
21st Dusk 122nd year of Ascendancy at 04:52 see stats
By Su the Higher Archmage level 10
3rd Mirth 122nd year of Ascendancy at 13:23 see stats
By Su the Higher Archmage level 25
44th Haze 122nd year of Ascendancy at 10:26 see stats
By Su the Higher Archmage level 17
11st Dusk 122nd year of Ascendancy at 22:11 see stats
Log
Su's spell attains critical power!
Su receives 71 healing from Temporal Restoration Field.
Thunderstorm hits Quasit for 28 lightning damage.
Thunderstorm killed Quasit!
Your shield crumbles under the damage!
The shield around Su crumbles.
Su deactivates Disruption Shield.
Su's disruption shield collapses and then explodes in a powerful manastorm!
Su is cut deeply.
Something hits Su for (26 absorbed), (622 absorbed), (326 mana), 296 physical (296 total damage).
Su hits Glubeth the mean looking elven guard for 11 lightning damage.
The fabric of time around Su returns to normal.
Talent Rune: Manasurge is ready to use.
Talent Congeal Time is ready to use.
Talent Dig is ready to use.
Deep Wound from Glubeth the mean looking elven guard hits Su for 83 physical damage.
Su the level 25 higher archmage was raked to death by Glubeth the mean looking elven guard on level 1 of Dark crypt.
Glubeth the mean looking elven guard prepares for the next kill!.
Su speeds up.
Su deactivates Feather Wind.
Su deactivates Hurricane.
Su is not stunned anymore.
Su deactivates Tempest.
Su recovers sight.
Su is no longer out of phase.
Su deactivates Arcane Shield.
Su deactivates Shielding.
Su's deep wound closes.
Su deactivates Thunderstorm.
The furious lightning storm around Su calms down and disappears.