








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 | Female |
| Race | Ghoul |
| Class | Archmage |
| Level / Exp | 23 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Xanyldathra the minotaur at level 23 on the 59th Haze 122nd year of Ascendancy at 08:44 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 54 (base 50) |
| Willpower | 51 (base 40) |
| Cunning | 19 (base 17) |
Resources
| Life | -126/616 |
| Mana | 10/459 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 0.27931685148415 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.999999999998% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 18 |
| Crit Chance | 5% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Physical | +7% |
| Cold | +17% |
| All | +2% |
| Darkness | +5% |
| Light | +37% |
| Lightning | +44% |
| Fire | +24% |
| Nature | +13% |
Offense: Damage Penetration
| Arcane | +20% |
| Lightning | +15% |
| Fire | +10% |
| Light | +35% |
Defense: Base
| Armour (hardiness) | 25 (35.65183292883%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 38 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 26%( 70%) |
| Cold | + 37%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 17%( 70%) |
| Light | + 48%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Stun Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 370 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 118 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: 13 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 921% for 10 turns (46 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 118.64 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. |
Class Talents
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 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. | 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 failed to protect the lone alchemist from death by Emyra the midge swarm. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower 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 have explored the Old Forest and vanquished Shardskin. * 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed bear paw. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. * You've found the needed red crystal shard. | 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 within13 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Boltoath the pair of iron boots (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Damage when hit (Melee): 4 cold Changes resistances: +6% acid / +7% fire / +15% lightning / +5% cold Changes damage: +12% lightning Mental save: +18 (+8 eff.) Maximum psi: +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Loreblek the DazzleraptorInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +25% light Changes damage: +6% fire Hate when firing a critical mind attack: +4.00 Maximum life: +51.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | linen wizard hat 'Singenoon' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil Changes resistances: +15% acid / +15% fire / +6% light / +12% lightning Changes resistances penetration: +10% fire Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
| Tool | elm wand of lightning storm 'Glubeth' [power 110] (4/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +2 Str / +1 Mag / +1 Con It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (158 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold aquamarine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Defense: +9 (+5 eff.) Changes resistances: +2% all Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
| On fingers | Salegassra the MagmawalkerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% fire / +22% nature / +6% cold Changes damage: +11% nature Pinning immunity: +20% Teleport immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
| Around waist | Aduwyn the BoltshineCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +4 Defense: +10 (+5 eff.) Changes resistances: +6% lightning / +12% light / +6% blight Changes damage: +12% lightning Stealth bonus: +6 A belt that goes around your waist. |
| In main hand | Tempestwreath the elm magestaff (100% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x 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: Damage when hit (Melee): 4 blight Changes resistances penetration: +20% arcane Changes damage: +12% lightning / +10% fire Talent granted: +1 Command Staff Maximum vim: +40.00 Spellpower: +23 (+8 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Lisamina the Flashcrypt (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +12 Fatigue: +3% Damage (Melee): 7 cold Changes resistances: +5% cold Changes damage: +6% lightning / +5% cold Reduces incoming crit damage: 15.00% Disease immunity: +20% Confusion immunity: +20% Maximum life: +100.00 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 | woollen robe 'Lustrerock' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +12% acid / +14% physical / +21% light / +11% cold / +11% fire / +9% all Changes damage: +7% acid / +5% physical / +20% light / +10% cold / +3% darkness / +6% fire Talent cooldown: Refit Golem (-3 turns) Spell save: +17 (+6 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Crackleresolve the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +3% blight / +3% darkness Changes resistances penetration: +15% lightning Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Blindrune the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil / +4 Cun Changes resistances penetration: +10% light Changes damage: +15% light Reduces incoming crit damage: 10.00% Light radius: +3 Amulets make your neck look great! |
Inventory
shielding rune of the titan (absorb 305; dur 6; 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 305 damage for 6 turns. Its effects scale with your Constitution 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. |
copper amulet 'Eilinulramira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Mag Changes resistances: +12% lightning Changes resistances penetration: +10% acid Stun/Freeze immunity: +20% Light radius: +3 Infravision radius: +2 Amulets make your neck look great! |
starlit copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 218 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
GleamreaperInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% light / +3% darkness Changes damage: +6% light Physical save: +6 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
NimbustrialCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +21% lightning Changes resistances penetration: +15% lightning / +5% temporal Changes damage: +3% light / +6% temporal Light radius: +1 Rings make your fingers look great! |
Tarrerin the ObsidianladyCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 light Changes resistances penetration: +15% mind Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Rings make your fingers look great! |
copper ring 'Eclipsecut'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 2 physical Changes stats: +2 Dex Changes resistances: +24% acid / +1% physical / +3% darkness Changes damage: +12% acid / +18% darkness Rings make your fingers look great! |
copper ring 'Fogblur'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +3% darkness / +3% acid Changes resistances penetration: +20% darkness / +5% cold Maximum encumbrance: +20 Rings make your fingers look great! |
steel aquamarine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 10 light Damage (Ranged): 16 light Changes stats: +3 Mag Changes resistances: +2% all Changes damage: +10% light Rings make your fingers look great! |
steel aquamarine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Changes stats: +5 Str / +5 Con Changes resistances: +2% all Rings make your fingers look great! |
Crystal Shard (113% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 113% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
elm magestaff 'Hettoromirach' (100% power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x 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: Changes stats: +3 Mag / +1 Wil Changes damage: +10% lightning / +9% temporal Talent granted: +1 Command Staff Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +37.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of might (125% power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 126% Range: 1.2x 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 damage: +23% lightning Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
noble's rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +18% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Flashvalor (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +6 Wil / +7 Cun Changes resistances: +12% blight / +15% all Changes damage: +6% light Mana each turn: +0.19 Psi each turn: +0.27 Infravision radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanith (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +4 Mag / +1 Cun / +2 Con Changes resistances: +3% acid Reduces incoming crit damage: 5.00% Physical save: +23 (+11 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -40.00 life Maximum life: +20.00 A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.02 to 141.06 lightning damage (94.04 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Glacierclamor (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +8 Con Changes resistances: +6% cold Changes damage: +12% mind Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Eilinutta' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Physical power: +10 (+5 eff.) Armour: +3 Fatigue: +5% Changes stats: +5 Str / +6 Con Changes resistances: +11% light / +12% darkness Critical mult.: +10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
228 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. |
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. |
3 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. |
2 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. |
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. |
4 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
2 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. |
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. |
Velurebeth the ash wand of conjuration [power 155] (4/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +4 Changes resistances penetration: +10% arcane It can be used to fire a magical bolt dealing 223 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. * Increase all damage by 15% for 2 turns. * Gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
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. |
3 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 Joule the Ghoul Archmage level 17
55th Dusk 122nd year of Ascendancy at 08:20 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Joule the Ghoul Archmage level 23
43rd Haze 122nd year of Ascendancy at 18:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Joule the Ghoul Archmage level 21
19th Haze 122nd year of Ascendancy at 16:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Joule the Ghoul Archmage level 10
2nd Flare 122nd year of Ascendancy at 20:51 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Joule the Ghoul Archmage level 20
10th Haze 122nd year of Ascendancy at 07:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Joule the Ghoul Archmage level 10
2nd Flare 122nd year of Ascendancy at 21:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Joule the Ghoul Archmage level 10
5th Flare 122nd year of Ascendancy at 02:13 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Joule the Ghoul Archmage level 21
20th Haze 122nd year of Ascendancy at 00:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Joule the Ghoul Archmage level 15
31st Dusk 122nd year of Ascendancy at 09:50 see stats
Log
Silylratta the white wolf hits Joule for 1 lightning damage.
Ritch flamespitter hits Joule for 2 lightning damage.
War hound hits Joule for 2 lightning damage.
Joule receives 33 healing from Temporal Restoration Field.
Ritch flamespitter is dazed!
Thunderstorm killed War hound!
Ritch flamespitter is not dazed anymore.
Joule damages herself through Martyrdom!
Minotaur of the Labyrinth hits Joule for 59 physical, 0 darkness, 0 blight, 0 cold, 2 blight (62 total damage).
Ritch flamespitter hits Joule for 2 blight damage.
Silylratta the white wolf hits Joule for 2 blight damage.
Joule's purging blight area effect hits Minotaur of the Labyrinth for 16 blight damage.
Joule's purging blight area effect hits Ritch flamespitter for 18 blight damage.
Joule's purging blight area effect hits Silylratta the white wolf for 18 blight damage.
Joule receives 15 healing from Joule's purging blight area effect.
Melee retaliation hits Minotaur of the Labyrinth for 4 darkness, 4 blight, 4 cold (11 total damage).
Joule is confused and fails to use Lightning.
Silylratta the white wolf uses Knockback.
Silylratta the white wolf performs a melee critical strike against Joule!
Joule damages herself through Martyrdom!
Melee retaliation hits Silylratta the white wolf for 4 darkness, 4 blight, 1 cold, 4 darkness, 4 blight, 1 cold (18 total damage).
Silylratta the white wolf hits Joule for 43 mind, 1 lightning, 3 physical, 2 fire, 2 acid, 2 cold, 0 darkness, 0 blight, (0 ignored), 0 cold, 19 nature, 1 lightning, 3 physical, 2 fire, 2 acid, 2 cold, 0 darkness, 0 blight, 0 cold (83 total damage).
Xanyldathra the minotaur casts Drain.
Xanyldathra the minotaur's spell attains critical power!
Minotaur of the Labyrinth is afflicted by a weakness disease!
Overkill hits Minotaur of the Labyrinth for 49 blight damage.
Xanyldathra the minotaur hits Joule for 222 blight damage.
Joule the level 23 ghoul archmage was plagued to death by Xanyldathra the minotaur on level 2 of The Maze.
The furious lightning storm around Joule calms down and disappears.






























































































