Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.3 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 24 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by giant spider at level 24 on the 46th Haze 122nd year of Ascendancy at 00:46 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 19 (base 10) |
| Constitution | 52 (base 47) |
| Magic | 72 (base 50) |
| Willpower | 22 (base 16) |
| Cunning | 20 (base 11) |
Resources
| Life | 0/509 |
| Mana | 91/288 |
| Healing Factor | 1 |
| Regeneration | 83.21 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 13 |
| Crit Chance | 23% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48.666666666667 |
| Crit Chance | 21% |
| Speed | 1 |
| Cooldown Reduction | 20 |
Offense: Mind
| Mindpower | 21.7 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -4% |
| Lightning | +28% |
| Fire | +8% |
| Temporal | -13% |
| Blight | -12% |
| Arcane | +19% |
| Cold | +8% |
| All | -16% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 7.15 |
| Ranged Defense | 7.15 |
| Fatigue | 0 |
| Physical Save | 23.85 |
| Spell Save | 29.95 |
| Mental Save | 25.35 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Acid | + 5%( 70%) |
| Fire | + 5%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 243 life. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1088% over 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Shielding |
| talent | Quicken Spells |
| talent | Arcane Shield |
| talent | Phantasmal Shield |
| detrimental effect | The target is cursed, taking 37.05 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 82.36 life per turn. Regeneration |
| beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The mana surge engulfs the target, regenerating 9.79 mana per turn. Surging mana |
| detrimental effect | The target is cursed, reducing all damage done by 16%. Curse of Impotence |
| detrimental effect | The target is poisoned, taking 86.51 nature damage per turn. Poison |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| detrimental effect | Target is infected with a corrosive worm doing 28.45 acid damage per turn. Corrosive Worm |
Quests
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 | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Abjur. Escort: lost anorithil (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 17. | 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. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | traveler's pair of rough leather boots of disengagement (0 def, 1 armour) traveler's pair of rough leather boots of disengagement (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes stats: +3 Cun / +3 Dex Maximum encumbrance: +21 Physical save: +6 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
| Light source | Void Star Void StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% arcane / +6% fire / +6% cold / +6% lightning / +6% acid Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10.0 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 18.24 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star - deep black - and yet it somehow shines. |
| On head | cashmere wizard hat of arcana (2 def, 0 armour) cashmere wizard hat of arcana (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Wil / +5 Mag Spellpower: +3 A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | Arundil the gold ring Arundil the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 arcane Changes resistances: +5% arcane Changes damage: +3% temporal Mental save: +10 Confusion immunity: +26% Rings can have magical properties. |
| Around waist | spiritwalker's rough leather belt spiritwalker's rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.13 Maximum mana: +20.00 A belt that goes around your waist. |
| In main hand | magelord's ash magestaff (21-25.2 power, 3 apr, lightning damage) magelord's ash magestaff (21-25.2 power, 3 apr, lightning damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage when the wearer hits(melee): 18 arcane Changes damage: +21% lightning Talent granted: +1 Command Staff Maximum mana: +44.00 Spellpower: +11 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic hardened leather gloves of magic (+3) (0 def, 6 armour) heroic hardened leather gloves of magic (+3) (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Mag Changes damage: +5% arcane Mental save: +6 Maximum life: +54.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | shimmering woollen robe of the elements (0 def, 0 armour) shimmering woollen robe of the elements (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 6 fire / 6 cold / 5 lightning / 5 acid Damage when the wearer is hit: 7 fire / 6 cold / 6 lightning / 8 acid Changes resistances: +5% fire / +5% cold / +5% lightning / +5% acid Changes damage: +12% arcane / +6% fire / +6% cold / +5% lightning / +6% acid Maximum mana: +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled cashmere cloak (2 def, 0 armour) spellcowled cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Wil / +2 Mag Spell save: +7 Maximum mana: +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amulet of manastreaming wanderer's gold amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +6 Dex / +3 Mag / +3 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.30 Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +26.00 Movement speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (resist 21%; cure mental, physical)wild infusion (resist 21%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 21% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns) Rune of the Rift (238.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.0 Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 207.08 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Windimmortal the gold amulet Windimmortal the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +1 Dex / +2 Wil Life regen: +0.90 See invisible: +6 Amulets can have magical properties. |
grounding steel amulet of the fish grounding steel amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning / +12% cold Allows you to breathe in: water Stun/Freeze immunity: +23% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. warrior's gold amulet of cunning (+4)warrior's gold amulet of cunning (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Cun Changes resistances: +7% physical Stamina each turn: +0.50 Amulets can have magical properties. |
rogue's copper ring of tenacity rogue's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
savior's copper ring of clarity savior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 Spell save: +7 Mental save: +13 Confusion immunity: +20% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr)arcing dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +12 lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatsword (35-56 power, 2 apr)hateful dwarven-steel greatsword (35-56 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +8 darkness Damage against: +6% Humanoid Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (24.5-34.3 power, 4 apr)dwarven-steel longsword (24.5-34.3 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. reinforced leather slingreinforced leather sling Requires: - Dexterity 35 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 4 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +9 Slings are used to hurl stones or metal shots at your foes. |
lifebinding elm vilestaff of wizardry (10-12 power, 2 apr, fire damage) lifebinding elm vilestaff of wizardry (10-12 power, 2 apr, fire damage)Requires: - Magic 11 Powered by arcane forces 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: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +1 Wil / +4 Con Changes damage: +10% fire Talent granted: +1 Command Staff Life regen: +0.70 Maximum mana: +10.00 Spellpower: +9 Spell crit. chance: +1% Healing mod.: +11% Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of power (20-24 power, 4 apr, lightning damage) yew magestaff of power (20-24 power, 4 apr, lightning damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +15 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew starstaff (20-24 power, 4 apr, temporal damage)yew starstaff (20-24 power, 4 apr, temporal damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 Damage when the wearer is hit: 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour)cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of lightning (+15%) (0 def, 0 armour) mindwoven linen robe of lightning (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% lightning Changes damage: +10% lightning Mental save: +16 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
eldritch cashmere wizard hat of madness (2 def, 0 armour) eldritch cashmere wizard hat of madness (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Cun / +3 Wil Mental save: +13 Confusion immunity: -20% Fear immunity: -20% Mana each turn: +1.00 Mana when hit: +1.50 Maximum mana: +57.00 Spellpower: +6 Mental crit. chance: +5% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
insulating cashmere wizard hat of darkness (+7%) (2 def, 0 armour) insulating cashmere wizard hat of darkness (+7%) (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +7% fire / +8% cold / +16% darkness Changes damage: +11% darkness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. insulating cashmere wizard hat of lightning (+8%) (2 def, 0 armour)insulating cashmere wizard hat of lightning (+8%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +8% fire / +7% cold / +15% lightning Changes damage: +10% lightning A pointy cloth hat, very wizardly... |
linen wizard hat of corrosion (+15%) (1 def, 0 armour) linen wizard hat of corrosion (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% acid Changes damage: +10% acid A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Emeda the stralite mail armour (4 def, 8 armour)Emeda the stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Damage when the wearer hits(melee): 6 physical Changes resistances: +6% physical Changes damage: +6% physical Physical save: +18 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour (3 def, 6 armour)hardened leather armour (3 def, 6 armour) Requires: - Strength 16 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% A suit of armour made of leather. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
This item will automatically be transmogrified when you leave the level. yew wand of detection [power 8] (13/15 cooldown)yew wand of detection [power 8] (13/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to detect the presence of creatures around you (rad 8), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Abjur the Cornac Archmage level 20
9th Haze 122nd year of Ascendancy at 14:15 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Abjur the Cornac Archmage level 16
55th Dusk 122nd year of Ascendancy at 14:09 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Abjur the Cornac Archmage level 21
12nd Haze 122nd year of Ascendancy at 15:15 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Abjur the Cornac Archmage level 20
1st Time of Equilibrium 122nd year of Ascendancy at 16:50 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Abjur the Cornac Archmage level 21
13rd Haze 122nd year of Ascendancy at 22:04 see stats
Level 10 (Roguelike)
Got a character to level 10.By Abjur the Cornac Archmage level 10
7th Mirth 122nd year of Ascendancy at 02:28 see stats
Level 20 (Roguelike)
Got a character to level 20.By Abjur the Cornac Archmage level 20
79th Dusk 122nd year of Ascendancy at 14:55 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Abjur the Cornac Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:11 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Abjur the Cornac Archmage level 15
19th Dusk 122nd year of Ascendancy at 21:27 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Abjur the Cornac Archmage level 23
42nd Haze 122nd year of Ascendancy at 11:29 see stats
Log
Curse of Death from Ruin banshee hits Abjur for 37 darkness damage.
Corrosive Worm from Ruin banshee hits Abjur for 27 acid damage.
Abjur casts Phase Door.
Ruin banshee casts Phase Door.
Giant spider uses Spit Poison.
Abjur is poisoned!
Abjur hits Stone golem for 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 3 lightning, 2 arcane, 4 fire, 4 cold, 5 lightning, 4 arcane, 24 fire, 24 cold, 28 lightning, 26 arcane (155 total damage).
Stone golem hits Abjur for 115 physical damage.
Giant spider hits Abjur for 87 nature damage.
Talent Command Staff is ready to use.
Talent Teleport is ready to use.
Talent Congeal Time is ready to use.
Talent Infusion: Healing is ready to use.
Corrosive Worm from Ruin banshee hits Abjur for 27 acid damage.
Curse of Death from Ruin banshee hits Abjur for 37 darkness damage.
Poison from Giant spider hits Abjur for 87 nature damage.
Abjur uses Infusion: Healing.
A shield forms around Abjur.
Abjur receives 243 healing from Infusion: Healing.
Abjur hits Ruin banshee for 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 2 arcane, 3 fire, 3 cold, 2 lightning, 3 arcane, 15 fire, 15 cold, 15 lightning, 17 arcane (95 total damage).
Ruin banshee hits Abjur for (108 absorbed), 0 physical, (27 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Abjur crumbles.
Abjur hits Stone golem for 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 3 lightning, 2 arcane, 4 fire, 4 cold, 5 lightning (49 total damage).
Abjur hits Giant spider for 1 fire, 1 cold, 1 lightning, 1 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 2 lightning, 2 arcane, 2 fire, 2 cold, 3 lightning, 2 arcane, 4 fire, 4 cold, 5 lightning, 4 arcane, 24 fire, 24 cold, 28 lightning, 26 arcane (155 total damage).
Stone golem hits Abjur for 124 physical damage.
Giant spider hits Abjur for (61 absorbed), 7 nature (7 total damage).
Saving game...
