










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archmage |
| Level / Exp | 30 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Silida the dredgling at level 30 on the 61st Pyre 123rd year of Ascendancy at 17:04 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 83 (base 60) |
| Willpower | 68 (base 60) |
| Cunning | 16 (base 12) |
Resources
| Life | -74/438 |
| Mana | 150/653 |
| Healing Factor | 1.3299022211821 |
| Regeneration | 17.355223986427 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.9095836023553E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 15 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Lightning | +73% |
| Light | +8% |
| Darkness | +8% |
| Blight | +18% |
| Arcane | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +35% |
| Lightning | +55% |
| Light | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 40 |
| Mental Save | 29 |
Defense: Resistances
| Light | + 26%( 70%) |
| Lightning | + 56%( 70%) |
| Fire | + 17%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 29% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Silence Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| 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: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Spell / Storm | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 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 / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Belinn the large white snake. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed hummerhorn wing. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within11 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +26% Confusion immunity: +29% Stun/Freeze immunity: +26% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Airstone'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 15 fire Changes stats: +4 Str / +4 Mag / +2 Wil Changes resistances: +9% lightning / +5% fire Changes resistances penetration: +5% lightning Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Duvekhad (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+7 eff.) Defense: +1 (+1 eff.) Changes stats: +2 Mag / +2 Con Changes resistances: +15% lightning Changes damage: +10% lightning Mindpower: +15 (+5 eff.) Light radius: +1 A pointy cloth hat, very wizardly... |
| Tool | Morningenvy the dwarven-steel torque of mindblast [power 250] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +15% light Changes resistances penetration: +10% light Reduces incoming crit damage: 10.00% Light radius: +3 See invisible: +6 It can be used to blast the opponent's mind dealing 280 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BorigarCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Str / +3 Cun / +6 Con Changes damage: +6% mind Critical mult.: +15.00% Equilibrium when hit: +0.24 Mindpower: +20 (+6 eff.) Mental crit. chance: +2% Rings make your fingers look great! |
| On fingers | steel quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +7.00 Maximum life: +46.00 Healing mod.: +12% Rings make your fingers look great! |
| Around waist | rough leather belt 'Skyrain'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 2 nature Changes resistances penetration: +20% lightning Changes damage: +6% lightning / +6% mind Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | cruel elven-wood magestaff of fate (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +6 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +9 (+4 eff.) Spellpower: +12 (+4 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Tulayagen the Growtooth (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Damage (Melee): 9 lightning Changes resistances: +7% lightning Changes damage: +5% lightning / +9% nature Critical mult.: +7.00% Life regen: +5.00 Stamina each turn: +1.00 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum stamina: +21.00 Spell crit. chance: +10% Mindpower: +20 (+6 eff.) Mental crit. chance: +14% 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 of lightning (+18%) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% lightning / +7% all Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ivyssra the Flashfame (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 2 arcane Changes resistances penetration: +10% blight / +5% lightning Changes damage: +15% lightning Critical mult.: +10.00% Mana when firing critical spell: +1.00 Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glittersting the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 27% * 8% chance to blind Changes damage: +18% blight / +8% light / +8% darkness / +6% arcane Maximum mana: +60.00 Spell crit. chance: +4% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
shielding rune of the wizard (absorb 330; dur 5; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 330 damage for 5 turns. 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. |
steel amulet 'Bethekira' =3 con=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +18 (+11 eff.) Defense: +7 (+3 eff.) Changes stats: +7 Lck / +3 Con Changes resistances: +1% physical Physical save: +17 (+8 eff.) Spell save: +11 (+4 eff.) Mental save: +10 (+5 eff.) Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +34.00 Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
stralite amulet 'Dimream'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Changes stats: +3 Str Changes resistances: +6% blight / +3% darkness Changes resistances cap: +3% all Changes damage: +6% darkness Physical save: +21 (+10 eff.) Spell save: +13 (+5 eff.) Mental save: +12 (+6 eff.) Amulets make your neck look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Olydukan the HellskillCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% acid / +6% temporal / +5% arcane / +3% lightning Changes resistances penetration: +5% fire Spell save: +9 (+3 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
Vargh Redemption =6 con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.79 cold and 16.79 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Xanutira the Radiancerupture =4 con=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +12% light / +5% arcane Changes damage: +24% light Physical save: +8 (+4 eff.) Light radius: +3 Rings make your fingers look great! |
gold ring 'Glinttreason'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% nature / +3% light Changes resistances penetration: +20% darkness Changes damage: +13% nature / +18% cold Light radius: +3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Sleetzeal the steel mace (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 1) on hit: +9 fire When wielded/worn: Changes resistances: +15% blight / +15% temporal Changes resistances penetration: +25% cold / +5% temporal Blunt and deadly. |
Glarepiercer (20-24 power, 4 apr, lightning element) =4 con=Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Dex / +4 Con Changes damage: +20% lightning / +6% light Talent granted: +1 Command Staff Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +11% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Guniromibar the Strikelace (10-12 power, 2 apr, lightning element) =12 lightning res=Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes resistances: +12% lightning / +3% temporal / +3% light Changes damage: +19% lightning Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 92.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Zubeth (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 24 arcane Changes resistances: +5% arcane Changes damage: +18% blight / +15% darkness / +6% mind Talent granted: +1 Command Staff Critical mult.: +20.00% Equilibrium when hit: +0.08 Maximum mana: +48.00 Maximum vim: +40.00 Spellpower: +13 (+5 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
short yew magestaff of wizardry (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +1 Wil Changes damage: +20% arcane Talent granted: +1 Command Staff Maximum mana: +42.00 Spellpower: +14 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Stormlash (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+5 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 37.58 to 112.74 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Frigidpulverizer =4 con=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Changes damage: +3% cold / +9% light / +6% physical Only die when reaching: -40.00 life Maximum life: +34.00 A belt that goes around your waist. |
Rimemortal the linen cloak (1 def, 0 armour) =9 lightning res=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 35% Changes resistances: +9% lightning / +6% cold Changes resistances penetration: +15% acid / +5% cold Changes damage: +6% acid Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Emewen' (2 def, 0 armour) =5 con=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+14 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Str / +2 Dex / +4 Wil / +4 Cun / +5 Con Changes damage: +3% mind Physical save: +10 (+5 eff.) Maximum life: +55.00 Mental crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torulen the Prismwill (0 def, 0 armour) =4 con=Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% Changes stats: +4 Con Changes resistances: +3% light / +22% cold / +10% mind / +9% all Changes resistances penetration: +15% acid Changes damage: +15% cold / +7% nature / +10% mind Poison immunity: +22% Disease immunity: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Malarolen the Hazespiker (20 def, 2 armour) =3 con=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +10 (+5 eff.) Armour: +2 Defense: +20 (+7 eff.) Damage (Melee): 10 temporal Damage (Ranged): 14 temporal Changes stats: +3 Con Changes resistances: +8% temporal Changes resistances penetration: +5% cold Changes damage: +6% temporal Physical save: +6 (+3 eff.) 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. |
Tarrusta the Sulfurpiety (0 def, 3 armour) =10 con=Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +9 (+5 eff.) Armour: +3 Fatigue: +3% Changes stats: +6 Str / +6 Wil / +10 Con Changes resistances penetration: +10% nature A cap made of leather. |
13 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. |
477 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. |
3 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. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
11 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
iron pickaxe 'Stokeblast' (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce armor by 35% Changes stats: +3 Str Changes resistances: +3% acid / +3% fire / +6% cold Spell save: +3 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
10 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. |
Brightblast the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% temporal Changes damage: +3% light Silence immunity: +20% Only die when reaching: -20.00 life Light radius: +6 Healing mod.: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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)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 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. |
Velemina the iron torque of gale force [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% acid / +6% blight Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belybeth [power 200] (15 cooldown) =20 def=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +14 Defense: +20 (+7 eff.) Changes stats: +2 Con Changes resistances: +9% cold Changes damage: +15% acid It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
10 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. |
Unlightbane [power 116] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% light / +15% lightning Changes damage: +6% darkness It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of shielding [power 530] (29 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 530 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 29 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
5 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. |
8 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Batalroin the Shalore Archmage level 22
46th Dusk 122nd year of Ascendancy at 14:51 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Batalroin the Shalore Archmage level 23
52nd Dusk 122nd year of Ascendancy at 02:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Batalroin the Shalore Archmage level 23
50th Dusk 122nd year of Ascendancy at 08:18 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Batalroin the Shalore Archmage level 29
54th Haze 122nd year of Ascendancy at 04:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Batalroin the Shalore Archmage level 10
3rd Mirth 122nd year of Ascendancy at 15:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Batalroin the Shalore Archmage level 20
19th Dusk 122nd year of Ascendancy at 07:26 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Batalroin the Shalore Archmage level 30
49th Regrowth 123rd year of Ascendancy at 19:02 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Batalroin the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Batalroin the Shalore Archmage level 21
29th Dusk 122nd year of Ascendancy at 05:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Batalroin the Shalore Archmage level 8
1st Mirth 122nd year of Ascendancy at 13:32 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Batalroin the Shalore Archmage level 29
35th Regrowth 123rd year of Ascendancy at 02:10 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Batalroin the Shalore Archmage level 22
30th Dusk 122nd year of Ascendancy at 18:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Batalroin the Shalore Archmage level 15
3rd Flare 122nd year of Ascendancy at 17:57 see stats
Log
Batalroin casts Rune: Manasurge.
Batalroin starts to surge mana.
Resting starts...
Silida the dredgling casts Shadow Veil.
Rested for 2 turns (stop reason: taken damage).
Silida the dredgling performs a melee critical strike against Batalroin!
Your time shield crumbles under the damage!
The fabric of time around Batalroin stabilizes to normal.
The powerful time-altering energies generate a restoration field on Batalroin.
Silida the dredgling is weakened by the darkness!
Silida the dredgling is covered in a veil of shadows!
LIFE LOST WARNING!
Melee retaliation hits Silida the dredgling for 12 fire, 2 nature, 2 arcane, 5 mind, 12 fire, 2 nature, 2 arcane, 5 mind (41 total damage).
Silida the dredgling hits Batalroin for (196 to time), 0 darkness, (63 to time), 0 darkness, (27 to time), 151 darkness, 67 darkness (218 total damage).
Batalroin casts Phase Door.
Select a target to teleport...
Select a teleport location...
The targeted phase door fizzles and works randomly!
Batalroin is out of phase.
Rantha the Abomination casts Freeze.
Batalroin resists!
Rantha the Abomination hits Batalroin for 145 cold damage.
Batalroin receives 84 healing from Temporal Restoration Field.
Silida the dredgling performs a melee critical strike against Batalroin!
Silida the dredgling performs a melee critical strike against Batalroin!
Melee retaliation hits Silida the dredgling for 6 fire, 1 nature, 1 arcane, 3 mind, 5 fire, 1 nature, 1 arcane, 2 mind (19 total damage).
Silida the dredgling hits Batalroin for 250 darkness damage.
Batalroin the level 30 shalore archmage was swallowed by the void to death by Silida the dredgling on level 3 of Temporal Rift.













































































































