










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 26 / 51% |
Size | medium |
Lifes / Deaths | Killed by degenerated skeleton warrior at level 1 on the 74th Pyre 122nd year of Ascendancy at 12:48 0 / 7Killed by Silovena the thief at level 15 on the 21st Dusk 122nd year of Ascendancy at 06:46 Killed by Voromina the rogue sapper at level 23 on the 67th Dusk 122nd year of Ascendancy at 17:04 Killed by Porylaith the ghoulking at level 24 on the 15th Haze 122nd year of Ascendancy at 08:34 Killed by Aruldawyn the eternal bone giant at level 24 on the 19th Haze 122nd year of Ascendancy at 22:25 Killed by Glelrama the master vampire at level 25 on the 34th Haze 122nd year of Ascendancy at 11:15 Killed by Gagawen the forest troll at level 26 on the 37th Haze 122nd year of Ascendancy at 11:44 |
Primary Stats
Strength | 33 (base 12) |
Dexterity | 35 (base 12) |
Constitution | 41 (base 28) |
Magic | 91 (base 57) |
Willpower | 35 (base 12) |
Cunning | 51 (base 32) |
Resources
Mana | 375/375 |
Psi | 115/125 |
Vim | 150/200 |
Life | -22/659 |
Paradox | 362 |
Healing Factor | 1.5281403954777 |
Regeneration | 0.38203509886943 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +46% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 17.594907085436 |
See Invisible | 17.594907085436 |
Offense: Mainhand
Damage | 103 |
Accuracy | 60 |
Crit Chance | 16% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 60 |
Crit Chance | 18% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Physical | +6% |
Darkness | +30% |
Light | +23% |
Cold | +21% |
Blight | +9% |
Arcane | +15% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +12% |
Lightning | +25% |
Fire | +5% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 48.413408721348 (65.897138898113%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 26 |
Physical Save | 23 |
Spell Save | 38 |
Mental Save | 36 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 40%( 70%) |
All | + 3%( 70%) |
Physical | + 23%( 70%) |
Lightning | + 23%( 70%) |
Light | + 60%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 28%( 70%) |
Nature | + 13%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
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 638 damage for 6 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 4 turns and blocking 93 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse 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. |
Class Talents
Chronomancy / Threaded Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Corruption / Reaving combat | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved Magic 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 90. | 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. * 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 xorn fragment. * You've found the needed pouch of bone giant dust. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed vial of squid ink. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. | 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 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
Psionic focus | ![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Changes stats: +5 Mag / +6 Wil Changes resistances penetration: +12% physical Spellpower: +12 (+3 eff.) Massive two-handed swords. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Damage when hit (Melee): 4 mind Changes stats: +4 Dex Changes resistances: +18% acid / +15% mind Changes damage: +12% mind / +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +30 (+10 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Wil Changes resistances: +3% fire Only die when reaching: -20.00 life Mindpower: +4 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +15% lightning / +5% arcane Changes damage: +3% darkness Healing mod.: +20% It can be used to create a shield absorbing up to 216 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +2 Con Changes resistances: +29% light / +6% temporal Changes damage: +13% light Spell save: +12 (+5 eff.) Maximum stamina: +16.00 Spellpower: +7 (+2 eff.) Light radius: +1 Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +6% blight / +6% fire / +24% darkness Changes damage: +12% darkness Mental save: +3 (+2 eff.) Spellpower: +12 (+3 eff.) Mindpower: +6 (+2 eff.) Light radius: +3 Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.5 - 46.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 Changes resistances: +18% cold Changes resistances penetration: +15% cold Changes damage: +9% blight Blunt and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +2 Str / +5 Dex / +6 Cun / +7 Lck Changes resistances: +12% acid Trap disarming bonus: +15 Stealth bonus: +6 Mindpower: +15 (+5 eff.) Infravision radius: +5 A belt that goes around your waist. |
In off hand | ![]() Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 fire / +8 cold Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +19 lightning / +14 cold When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +3 Cun / +3 Str Changes resistances penetration: +10% lightning / +5% cold / +5% fire Changes damage: +6% physical Mental crit. chance: +1% Movement speed: +26% Sharp, long, and deadly. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.2 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 114.85 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +23 Defense: +11 (+3 eff.) Fatigue: +12% Changes stats: +2 Dex / +1 Mag / +3 Cun Changes resistances: +6% lightning / +17% fire Changes resistances penetration: +15% lightning Reduces incoming crit damage: 10.00% Mental save: +19 (+8 eff.) A suit of armour made of mail. |
Inventory
![]() 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: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +2 Wil Changes resistances penetration: +5% physical Changes damage: +9% nature Mental save: +4 (+2 eff.) Infravision radius: +2 Rings make your fingers look great! |
![]() hateful stralite longsword (36-50 power, 5 apr) Requires: - Magic 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +10% Living Sharp, long, and deadly. |
![]() penetrating cured leather sling of piercing Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +5% physical / +7% all Slings are used to hurl stones or metal shots at your foes. |
![]() blighted ash vilestaff of greater warding (15-18 power, 3 apr, acid 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: Armour: +7 Defense: +8 (+2 eff.) Maximum wards: +3 acid Changes damage: +15% acid Talents granted: +1 Ward +1 Command Staff Vim when firing critical spell: +2.00 Maximum vim: +16.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() elm vilestaff of warding (10-12 power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 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: Armour: +5 Defense: +4 (+1 eff.) Maximum wards: +2 darkness Changes damage: +10% darkness Talents granted: +2 Ward +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff 'Anuhir' (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. 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: Defense: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 38% Changes resistances: +3% acid / +6% mind Changes resistances penetration: +25% acid / +10% mind Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +20% Damage Shield penetration: +16% Damage Shield Power: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex 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. |
![]() enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +16 (+7 eff.) A suit of armour made of mail. |
![]() enlightening iron mail armour of resilience (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Mental save: +11 (+5 eff.) Maximum life: +24.00 A suit of armour made of mail. |
![]() volcanic hardened leather armour (9 def, 13 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +9 (+3 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 6 fire Changes resistances: +11% fire / +12% physical A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +6 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 2 arcane Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +18% acid / +12% fire Changes damage: +9% fire Mental save: +12 (+5 eff.) Maximum life: +30.00 A suit of armour made of metal plates. |
![]() windwalling stralite shield of cold resistance (+12%) (0 def, 8 armour, 133.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +17% cold / +12% physical Talent granted: +1 Block Slows Projectiles: +11% Bonus block near projectiles: +30 Handheld deflection devices. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Changes stats: +1 Str / +5 Dex / +2 Mag Maximum mana: +22.00 Maximum stamina: +20.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By dd the Skeleton Adventurer level 18
56th Dusk 122nd year of Ascendancy at 20:16 see stats
By dd the Skeleton Adventurer level 23
68th Dusk 122nd year of Ascendancy at 13:47 see stats
By dd the Skeleton Adventurer level 24
70th Dusk 122nd year of Ascendancy at 15:32 see stats
By dd the Skeleton Adventurer level 10
12nd Dusk 122nd year of Ascendancy at 17:20 see stats
By dd the Skeleton Adventurer level 20
58th Dusk 122nd year of Ascendancy at 05:00 see stats
By dd the Skeleton Adventurer level 26
37th Haze 122nd year of Ascendancy at 11:43 see stats
By dd the Skeleton Adventurer level 9
6th Dusk 122nd year of Ascendancy at 17:49 see stats
By dd the Skeleton Adventurer level 9
8th Dusk 122nd year of Ascendancy at 14:13 see stats
By dd the Skeleton Adventurer level 20
59th Dusk 122nd year of Ascendancy at 16:37 see stats
By dd the Skeleton Adventurer level 14
20th Dusk 122nd year of Ascendancy at 15:40 see stats
Log
Warg misses dd.
dd misses Something.
Gagawen the forest troll is nearing the end.
Mirror Image (Eilinoseth the snow giant thunderer) is nearing the end.
Warg is nearing the end.
Xaren is nearing the end.
Dd calls forth a temporal warden from another timeline.
dd hits Something for 19 physical, 4 fire, 2 cold, (6 ignored), 0 light, 14 temporal, 6 temporal, 3 mind (49 total damage).
dd hits Xaren for 7 light, 11 temporal, 3 mind (21 total damage).
dd hits Warg for 7 light, 15 temporal, 3 mind (25 total damage).
dd hits Mirror Image (Eilinoseth the snow giant thunderer) for 1 temporal damage.
dd hits Gagawen the forest troll for 13 temporal damage.
Storm drake hatchling's is vulnerable to attacks and effects!
Cold drake hatchling misses dd.
Dd's temporal clone's Shoot hits Storm drake hatchling for 6 mind damage.
Dd's temporal clone's Shoot hits Storm drake hatchling for 86 physical, 3 lightning, 15 light, 9 fire, 8 mind, 11 mind (131 total damage).
Dd's temporal clone's Shoot hits Storm drake hatchling for 11 mind damage.
Dd's temporal clone's Shoot hits Storm drake hatchling for 92 physical, 7 acid, 15 light, 6 mind (120 total damage).
Dd regains their energy.
Dd's Beyond the Flesh performs a melee critical strike against Warg!
Personal New Achievement: That was close (Insane (Adventure) difficulty)!
You collect a new ingredient: warg claw (1).
Dd's Beyond the Flesh hits Warg for 197 physical damage.
Turtle speeds up.
Ritch flamespitter speeds up.
Dd's Beyond the Flesh killed Warg!
Gagawen the forest troll speeds up.
Thunderstorm hits dd for 13 lightning damage.
dd the level 26 skeleton adventurer was zapped to death by Gagawen the forest troll on level 4 of Daikara.