Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nexus improved tooltips 1.7.4Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Archmage |
Level / Exp | 11 / 71% |
Size | medium |
Lifes / Deaths | Killed by Glukira the rogue at level 11 on the 3rd Wealth 122nd year of Ascendancy at 06:49 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 20 (base 10) |
Magic | 42 (base 36) |
Willpower | 30 (base 25) |
Cunning | 15 (base 11) |
Resources
Life | -73/336 |
Mana | 102/270 |
Healing Factor | 1.0870588855781 |
Regeneration | 0.27176472139452 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Invisible | 3 |
Offense: Mainhand
Damage | 20 |
Accuracy | 22 |
Crit Chance | 6% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Nature | +9% |
Cold | +18% |
Fire | +12% |
Mind | +14% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Fire | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 13 (35.65183292883%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 37 |
Mental Save | 32 |
Defense: Resistances
Acid | + 21%( 70%) |
Cold | + 33%( 70%) |
All | + 7%( 70%) |
Darkness | + 17%( 70%) |
Light | + 23%( 70%) |
Temporal | + 10%( 70%) |
Mind | + 17%( 70%) |
Lightning | + 10%( 70%) |
Fire | + 18%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 78 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 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 (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 494% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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. | active |
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 abandoned lost defiler, to death. Escort: lost defiler (level 2 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Heart of the Gloom. Escort: worried loremaster (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed orc heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' 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 their 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.' * '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.' * You've found the needed warg claw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Urarin' (0 def, 5 armour) pair of rough leather boots 'Urarin' (0 def, 5 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex defense ------ Armor +5 Crit Resistance 15.00% Mind save +12 (+6 eff.) Stealth +6 Unlife -40.00 life other ------- EQ when Hit +0.04 A pair of boots made of leather. |
Light source | brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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 | Eiliniranne the Infernoraze (0 def, 1 armour) Eiliniranne the Infernoraze (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +3% mind +9% fire When Hit 2 mind defense ------ Armor +1 Fatigue +1% Resistance +6% fire +11% light +11% darkness other ------- Light +2 A cap made of leather. |
Tool | Earirain the elm wand of conjuration [power 100] (15 cooldown) Earirain the elm wand of conjuration [power 100] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +2 Wil +3 Cun +1 Con Fire a magical bolt dealing 118 acid damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Emeluyatira the copper ring Emeluyatira the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 2 mind defense ------ Armor +6 Resistance +9% acid +6% fire +3% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | copper ring 'Corruptionwinter' copper ring 'Corruptionwinter'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% fire +9% nature +11% cold Ignore resists +10% nature When Hit 4 fire defense ------ Resistance +3% nature +22% cold Rings make your fingers look great! |
Around waist | rough leather belt 'Gosewe' rough leather belt 'Gosewe'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Accuracy +15 (+8 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Physical save +3 (+1 eff.) Life +30.00 A belt that goes around your waist. |
In main hand | potent elm vilestaff of fate (12-14 power, 2 apr, acid element) potent elm vilestaff of fate (12-14 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) Damage +12% acid defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Shiverkill (0 def, 1 armour) Shiverkill (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 cold Damage +6% acid +7% cold Ignore resists +25% cold defense ------ Armor +1 Resistance +6% acid +6% cold 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. |
Main armor | linen robe 'Rhikalthogen' (0 def, 0 armour) linen robe 'Rhikalthogen' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +1 Con offense ------ Physical Crit +1.0% Physical Power +15 (+8 eff.) Damage +11% mind Ignore Armor +2 When Hit 2 arcane defense ------ Resistance +11% mind +7% all Physical save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Glitterjustice' (1 def, 0 armour) linen cloak 'Glitterjustice' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% fire defense ------ Defense +1 (+0 eff.) Resistance +6% light Life +30.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Bokavon' copper amulet 'Bokavon'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Resistance +3% temporal Crit Resistance 15.00% Physical save +11 (+5 eff.) Spell save +22 (+8 eff.) Mind save +10 (+5 eff.) Life +20.00 other ------- See Invisibility +3 Amulets make your neck look great! |
Inventory
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Woelady the copper amulet Woelady the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil defense ------ Armor +2 Defense +15 (+7 eff.) Resistance +3% blight +6% physical +3% darkness other ------- Stamina/turn +0.30 Amulets make your neck look great! |
rough leather belt 'Sparkthorn' rough leather belt 'Sparkthorn'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Wil offense ------ Damage +3% light Ignore resists +10% nature +10% lightning Against +15% Summoned defense ------ Resistance +9% lightning Resist Against +18% Summoned other ------- Light +1 A belt that goes around your waist. |
Islanor the Phoenixpulverizer (1 def, 0 armour) Islanor the Phoenixpulverizer (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +3% light +3% darkness When Hit 2 darkness defense ------ Defense +1 (+0 eff.) Resistance +3% light +18% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Koruthad the linen cloak (1 def, 2 armour) Koruthad the linen cloak (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Str offense ------ Critical power +10.00% Damage +12% arcane Ignore resists +10% physical defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +1% physical Spell save +5 (+2 eff.) Mind 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. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arcsquall the pair of iron boots (0 def, 3 armour) Arcsquall the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Ignore resists +5% lightning +10% physical defense ------ Armor +3 Fatigue +2% Resistance +6% cold Poison Resist +20% other ------- Stamina/turn +3.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +3% arcane defense ------ Armor +2 Fatigue +3% 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. |
Cyreta (0 def, 1 armour) Cyreta (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +1.0% Physical Power +5 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal +5% physical other ------- Stamina/turn +2.00 A cap made of leather. |
rough leather cap 'Issigagrim' (0 def, 1 armour) rough leather cap 'Issigagrim' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% mind +3% darkness Life +20.00 Disarm Resist +20% A cap made of leather. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
Torudil the Shockkiss (dig speed 30 turns) Torudil the Shockkiss (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +9% lightning +6% cold Ignore resists +5% mind Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Resistance +9% lightning While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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 Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
elm totem of healing 'Hazehunt' [power 122] (15 cooldown) elm totem of healing 'Hazehunt' [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +6% mind +3% cold Ignore resists +10% mind defense ------ Resistance +3% cold other ------- Hate-on-crit +3.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing elm wand of shielding [power 110] (20 cooldown) cleansing elm wand of shielding [power 110] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 100] (15 cooldown) elm wand of conjuration [power 100] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 100 lightning damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Odebrosco the Dwarf Archmage level 9
4th Profit 122nd year of Ascendancy at 14:44 see stats
By Odebrosco the Dwarf Archmage level 10
9th Profit 122nd year of Ascendancy at 15:09 see stats
Log
Odebrosco's skin turns to stone.
Odebrosco slows down.
Odebrosco casts Manathrust.
Odebrosco casts Manathrust.
Odebrosco hits Glukira the rogue for (7 flat reduction), 64 arcane (64 total damage).
Odebrosco receives 25 healing from Temporal Restoration Field.
Odebrosco casts Pulverizing Auger.
Odebrosco hits Elaribeth the yellow ooze for 55 physical damage.
Odebrosco receives 25 healing from Temporal Restoration Field.
Odebrosco killed Elaribeth the yellow ooze!
The fabric of time around Odebrosco returns to normal.
Talent Manathrust is ready to use.
Glukira the rogue shoots!
Odebrosco casts Manathrust.
Glukira the rogue's Shoot performs a ranged critical strike against Odebrosco!
Odebrosco is cut deeply.
Glukira the rogue's Shoot performs a ranged critical strike against Odebrosco!
Odebrosco hits Glukira the rogue for (7 flat reduction), 77 arcane (77 total damage).
Glukira the rogue's Shoot hits Odebrosco for 56 physical, 3 arcane (59 total damage).
Glukira the rogue's Shoot hits Odebrosco for 56 physical, 3 arcane, 6 fire (64 total damage).
Talent Chain Lightning is ready to use.
Talent Pulverizing Auger is ready to use.
Deep Wound from Glukira the rogue hits Odebrosco for 18 physical damage.
Glukira the rogue shoots!
Glukira the rogue's Shoot performs a ranged critical strike against Odebrosco!
Glukira the rogue's Shoot hits Odebrosco for 36 physical damage.
Glukira the rogue's Shoot hits Odebrosco for 59 physical, 3 arcane (62 total damage).
Odebrosco the level 11 dwarf archmage was punctured to death by Glukira the rogue on level 2 of Ruins of Kor'Pul.