Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Adventurer |
| Level / Exp | 23 / 73% |
| Size | medium |
| Lifes / Deaths | Killed by Blaley the human at level 21 on the 8th Pyre 123rd year of Ascendancy at 00:29 / 2Killed by Aderitira the temporal stalker at level 23 on the 32nd Pyre 123rd year of Ascendancy at 17:25 |
Primary Stats
| Strength | 10 (base 12) |
| Dexterity | 16 (base 12) |
| Constitution | 9.3437538899865 (base 23) |
| Magic | 57 (base 53) |
| Willpower | 38 (base 32) |
| Cunning | 18 (base 12) |
Resources
| Life | -377/468 |
| Mana | 356/383 |
| Vim | 173/173 |
| Healing Factor | 1.54 |
| Regeneration | 9.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 17 |
| Crit Chance | 29% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51.666666666667 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26.9 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | -10% |
| Darkness | +33% |
| Cold | -22% |
| All | -16% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 23.55 |
| Ranged Defense | 23.55 |
| Fatigue | 0 |
| Physical Save | 17.770313861495 |
| Spell Save | 31.625 |
| Mental Save | 22.8 |
Defense: Resistances
| Darkness | + 55%( 70%) |
| Lightning | + 2%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 4%( 70%) |
| Blight | + 12%( 70%) |
| Physical | -14%( 70%) |
| Cold | + 4%( 70%) |
| All | -20%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 762% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Necrosis | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Flame of Urh'Rok |
| talent | Blurred Mortality |
| talent | Willful Tormenter |
| detrimental effect | Target is infected with a corrosive worm doing 82.20 acid damage per turn. Corrosive Worm |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is hexed, granting it 36% chance each turn to be dazed for 3 turns. Pacification Hex |
| detrimental effect | The target is infected by a disease, reducing its constitution by 18 and doing 103.97 blight damage per turn. Rotting Disease |
| detrimental effect | The target is cursed, reducing all damage done by 16%. Curse of Impotence |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Staff Mastery (+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 talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 38. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of greater demon bile. * You've found the needed vial of squid ink. 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 snow giant kidney. * You've found the needed warg claw. * You've found the needed vial of elder vampire blood. | active |
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 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 within20 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 | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 14 power out of 18/18) : Effective talent level: 4.0 Power cost: 14 out of 18/18. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. This talent receives a reduced benefit from the Reach talent. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind (remove a few detrimental mental effects), costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | eldritch linen wizard hat of darkness (+16%) (1 def, 0 armour) eldritch linen wizard hat of darkness (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% darkness Changes damage: +11% darkness Mana each turn: +0.90 Mana when hit: +0.90 Maximum mana: +41.00 Spellpower: +6 It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 1.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 darkness Spellpower: +10 Spell crit. chance: +4% It can be used to raise undead rats, costing 63 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes |
| On fingers | savage's gold ring of life savage's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +10 Life regen: +0.90 Maximum life: +43.00 Maximum stamina: +20.00 Healing mod.: +10% Rings can have magical properties. |
| On fingers | rogue's steel ring of darkness (+24%) rogue's steel ring of darkness (+24%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Changes resistances: +24% darkness Changes damage: +12% darkness Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | magewarrior's short yew starstaff of greater warding (26-31.2 power, 4 apr, darkness damage) magewarrior's short yew starstaff of greater warding (26-31.2 power, 4 apr, darkness damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 26.0 - 31.2 Uses stat: 100% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Physical crit. chance: +6.0% Physical power: +9 Armour: +6 Defense: +7 Damage when the wearer hits(melee): 11 silence Maximum wards: +3 darkness Changes damage: +26% darkness / -6% cold Talents granted: +1 Command Staff +2 Ward Critical mult.: +12.00% Spellpower: +14 Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves of war-making (0 def, 2 armour) spellstreaming hardened leather gloves of war-making (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Critical mult.: +5.00% Mana each turn: +0.19 Spellpower: +4 Spell crit. chance: +12% Mental crit. chance: +9% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | verdant woollen robe of life (0 def, 0 armour) verdant woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% blight Changes damage: +6% nature Life regen: +5.10 Maximum life: +48.00 Healing mod.: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | enveloping linen cloak of implacability (7 def, 0 armour) enveloping linen cloak of implacability (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Physical save: +11 Mental save: +6 Only die when reaching: -50.00 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 | Ce'Nyyath Ce'NyyathInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Damage when the wearer hits(melee): 2 blight Changes resistances: +18% lightning Talent mastery: +0.13 Spell / Storm Stun/Freeze immunity: +20% Spellpower: +4 Damage Shield penetration: +20% Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 194) healing infusion of the wizard (heal 194)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 194 life. Its effects scale with your Magic stat. 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. |
phase door rune of the wizard (range 12; power 31; dur 4) phase door rune of the wizard (range 12; power 31; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Galerach the Blindflash Galerach the BlindflashInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +8 Changes stats: +5 Con Damage when the wearer hits(melee): 2 mind Changes resistances: +12% darkness Changes resistances cap: +5% all Changes resistances penetration: +15% darkness Changes damage: +3% darkness Talent mastery: +0.29 Psionic / Projection Physical save: +21 Amulets can have magical properties. |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +4 Mag Spellpower: +5 Rings can have magical properties. |
potent yew vilestaff of power (26-31.2 power, 4 apr, darkness damage) potent yew vilestaff of power (26-31.2 power, 4 apr, darkness 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: 26.0 - 31.2 Uses stat: 100% Mag Damage type: Darkness 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: +26% darkness Talent granted: +1 Command Staff Spellpower: +16 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
wanderer's pair of hardened leather boots of evasion (12 def, 3 armour) wanderer's pair of hardened leather boots of evasion (12 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +13 Mental save: +13 It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 23% chance to completely evade them and granting you 10 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
4 aquamarine 4 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 Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 67 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
void-walker's alchemist's lamp of clarity void-walker's alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% temporal / +7% cold Mental save: +8 Light radius: +3 See stealth: +8 See invisible: +7 Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
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 Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 180 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. |
striking yew wand of conjuration [power 235] (6 cooldown) striking yew wand of conjuration [power 235] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Strike It can be used to fire a bolt of a random element (dam 118-235), placing all other charms into a 6 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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Succubus the Shalore Adventurer level 14
60th Dusk 122nd year of Ascendancy at 12:35 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Succubus the Shalore Adventurer level 17
33rd Haze 122nd year of Ascendancy at 02:30 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Succubus the Shalore Adventurer level 22
17th Pyre 123rd year of Ascendancy at 11:02 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Succubus the Shalore Adventurer level 21
69th Regrowth 123rd year of Ascendancy at 20:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By Succubus the Shalore Adventurer level 10
1st Dusk 122nd year of Ascendancy at 09:29 see stats
Level 20 (Roguelike)
Got a character to level 20.By Succubus the Shalore Adventurer level 20
2nd Wintertide 123rd year of Ascendancy at 01:46 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Succubus the Shalore Adventurer level 20
2nd Wintertide 123rd year of Ascendancy at 11:55 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Succubus the Shalore Adventurer level 19
47th Haze 122nd year of Ascendancy at 23:22 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Succubus the Shalore Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 15:12 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Succubus the Shalore Adventurer level 8
5th Mirth 122nd year of Ascendancy at 23:19 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Succubus the Shalore Adventurer level 18
47th Haze 122nd year of Ascendancy at 02:09 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Succubus the Shalore Adventurer level 14
41st Dusk 122nd year of Ascendancy at 23:49 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Succubus the Shalore Adventurer level 19
50th Haze 122nd year of Ascendancy at 12:17 see stats
Unstoppable (Roguelike)
Returned from the dead.By Succubus the Shalore Adventurer level 21
8th Pyre 123rd year of Ascendancy at 00:29 see stats
Log
Aderitira the temporal stalker casts Virulent Disease.
Aderitira the temporal stalker's spell attains critical power!
Succubus is afflicted by a rotting disease!
You are unable to move!
Succubus casts Rune: Shielding.
A shield forms around Succubus.
Succubus casts Drain.
Succubus's spell attains critical power!
Succubus's Drain hits Something for 81 blight damage.
Succubus is not dazed anymore.
Rotting Disease from Aderitira the temporal stalker hits Succubus for (105 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Succubus crumbles.
Succubus resists the bone!
Something hits Succubus for (151 absorbed), 66 physical (66 total damage).
Invoke Darkness is still on cooldown for 1 turns.
Succubus casts Channel Staff.
Succubus casts Channel Staff.
Succubus is infected by a corrosive worm.
Talent Invoke Darkness is ready to use.
Succubus is dazed!
Succubus is not dazed anymore.
Corrosive Worm from Aderitira the temporal stalker hits Succubus for 120 acid damage.
Rotting Disease from Aderitira the temporal stalker hits Succubus for 105 blight damage.
Succubus casts Invoke Darkness.
Aderitira the temporal stalker's Soul Rot hits Succubus for 453 blight damage.
Saving game...
