












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Summoner |
| Level / Exp | 18 / 86% |
| Size | big |
| Lifes / Deaths | Killed by Grand Corruptor at level 18 on the 1st Wintertide 123rd year of Ascendancy at 14:29 / 1 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 20 (base 11) |
| Constitution | 33 (base 19) |
| Magic | 32 (base 13) |
| Willpower | 51 (base 39) |
| Cunning | 55 (base 31) |
Resources
| Life | -120/451 |
| Equilibrium | 105 |
| Healing Factor | 1.2699507389163 |
| Regeneration | 1.0794581280788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
| See Stealth | 65.280243627327 |
| See Invisible | 65.280243627327 |
| ESP Range | 10 |
| ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 45 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 36 |
| Crit Chance | 16% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Lightning | +4% |
| Temporal | +11% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +4% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 34 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 29 |
| Mental Save | 31 |
Defense: Resistances
| Acid | 32%( 70%) |
| Light | 35%( 70%) |
| Temporal | 34%( 70%) |
| Lightning | 30%( 70%) |
| All | 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| beneficial effect | The target is out of phase with reality, increasing defense by 26, resist all by 26%, and reducing the duration of detrimental timed effects by 26%. Out of Phase |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 15 life each turn. Recovery |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 46.13 fire damage, and talent cooldowns are increased by 50% plus 1 turn. Burning Hex |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 Cunning by +1. | done |
Escort: repented thief (level 2 of Ruins of Kor'Pul) | 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 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&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj&WHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.&WHITELIGHT_GREEN039;ve found the needed bear paw. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed xorn fragment. * You&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.&WHITELIGHT_GREEN039;ve found the needed warg claw. * You& | 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 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&2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
| Quiver | quiver of ash arrows &039; (18/18, 26.5-37.1 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 26.5 - 37.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +14 blight +12 mind On Crit.r2 +20 mind On Hit: * 8% chance to disease Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +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. |
| On head | Lisuwen (1 def, 6 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +5 Con dps ---------- Dmg.mod +11% temporal ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% acid +11% temporal Phys.save +6 (+3 eff.) Heal.mod +10% ---------- misc Stam/turn +0.60 A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer&0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% Rings can have magical properties. |
| On fingers | opal ring0.1 T2 ring jewelry [Ego] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Rings can have magical properties. |
| Around neck | wanderer&0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.60 ---------- misc Stam/turn +0.50 Mana/turn +0.16 Max.mana +27.00 Amulets can have magical properties. |
| In main hand | summoner&3.0 T2 mindstar 1H weapon [Ego++] Nature This natural mindstar summons a caller. This natural lightning should be returned to the wyrm. Power 6.0 - 6.6 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +4% lightning Res.pen +4% lightning Melee Ret 5 lightning ----- def ----- Resists +6% lightning Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Morningglean1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Mag dps ---------- Phys.pwr +4 (+2 eff.) Spell.pwr +6 (+3 eff.) Res.pen +15% blight ----- def ----- Resists +12% light Spell.save +10 (+5 eff.) ---------- misc Max.vim +50.00 Size +1 A belt that goes around your waist. |
| In off hand | Glidarin the vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex +4 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% Spell.pwr +2 (+1 eff.) Mind.pwr +4 (+1 eff.) S.pwr/crit +8 ----- def ----- HP.leech%% +7% HP.leech +11% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Max.vim +10.00 Telepathy Demon/Minor Demon/Major Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Arilethel the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Mag +4 Wil +2 Cun dps ---------- Crit.mult +13.00% Phys.pwr +4 (+2 eff.) Acc +8 (+4 eff.) Apr +10 ----- def ----- Armour +8 Defense +2 (+1 eff.) Stealth +7 Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
sun infusion of the warrior (rad 6; power 33; turns 3; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 33) for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 53)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ragelegen0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +8 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +9% temporal Res.pen +5% temporal ----- def ----- Fatigue -4% Resists +3% temporal +17% light +10% darkness HP.reg +0.50 Blind- +21% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
warrior&0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 84.74 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target&DARK_GREENLASTLIGHT_GREENLASTDARK_GREENLASTDARK_GREENLASTDARK_GREENLASTLIGHT_GREENLASTWHITEANTIQUE_WHITE039;s terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Serpent&3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 133.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
creative vined mindstar of balance (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+1 eff.) ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Polema the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind +15% blight ----- def ----- Defense +9 (+4 eff.) Resists +3% blight Stealth +6 A belt that goes around your waist. |
Beedostir the Blindusher (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +6% temporal Res.pen +17% darkness Melee Ret 16 darkness 8 temporal ----- def ----- Defense +1 (+0 eff.) Resists +13% darkness Stealth +8 Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashfoe the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +19 (+10 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +6% lightning Crit.dmg- 15.00% Phys.save +30 (+15 eff.) Max.HP +43.00 Poison- +20% Confus- +10% Teleport- +10% ---------- misc Max.stam +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe &039; (9 def, 2 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +9% acid +5% physical +6% cold +7% fire ----- def ----- Armour +2 Defense +9 (+4 eff.) Rng.Def +6 (+3 eff.) Resists +12% acid +11% physical +12% darkness +11% fire +10% cold +12% mind +3% temporal Phys.save +29 (+14 eff.) Spell.save +13 (+7 eff.) Mind.save +22 (+10 eff.) Blind- +5% Stun/Frz- +15% ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe &039; (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+2 eff.) ----- def ----- Resists +12% darkness +6% cold Spell.save +17 (+9 eff.) Stun/Frz- +15% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Barigrim (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Mind.crit +3% ----- def ----- Armour +4 Fatigue +3% Spell.save +3 (+2 eff.) Mind.save +12 (+6 eff.) ---------- misc Psi/ret +0.12 Spell.cld 10% Telepathy Humanoid/Orc Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Gussra the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Rare] Nature While equipped: dps ---------- Spell.crit +4% S.pwr/crit +10 Mov.spd +10% Res.pen +15% blight Melee Ret 8 blight ----- def ----- Armour +4 Fatigue -3% Max.HP +44.00 ---------- misc Stam/turn +0.30 Mana/s.crit +7.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 37.75 to 113.25 lightning damage. The damage will increase with your Mindpower. This hat& |
Hellsspiker the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +2 Mag +2 Wil ----- def ----- Armour +3 Fatigue +3% Resists +6% fire Spell.save +30 (+14 eff.) ---------- misc Mana/turn +0.20 Max.mana +100.00 A cap made of leather. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof&1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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 Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
iron torque of thermal psionic shield [power 27] (18 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
quick steel torque of kinetic psionic shield [power 37] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 37 for 7 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 15] (18 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bethugalle [power 97] (9 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +15% fire Blind- +20% Poison- +10% Cut- +10% Knockbk- +30% ---------- misc Talents +1 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 48 to 97 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration &039; [power 163] (9 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light +9% darkness Res.pen +20% darkness ---------- misc Max.vim +6.00 Light +3 Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
striking ash wand of conjuration [power 145] (9 cooldown)2.0 T2 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +2 Strike Cooldown Strike -1 Fire a bolt of a random element with (base) damage 72 to 145 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
void elm wand of firewall [power 65] (6 cooldown)2.0 T1 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +1 Void Blast Creates a wall of flames lasting 4 turns (dealing 65 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Cadence the Cornac Summoner level 10
62nd Dusk 122nd year of Ascendancy at 18:54 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Cadence the Cornac Summoner level 9
12nd Dusk 122nd year of Ascendancy at 15:33 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Cadence the Cornac Summoner level 7
79th Pyre 122nd year of Ascendancy at 10:21 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Cadence the Cornac Summoner level 17
72nd Haze 122nd year of Ascendancy at 06:32 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Cadence the Cornac Summoner level 8
4th Dusk 122nd year of Ascendancy at 10:25 see stats
Log
Cadence receives 16 healing.
Lava floor heals Grand Corruptor!
Grand Corruptor receives 94 healing.
Lava floor burns Cadence!
Something hits Cadence for (80 absorbed), 0 fire (0 total damage).
Cadence casts Rune: Phase Door.
Cadence is out of phase.
Cadence receives 19 healing.
Lava floor heals Grand Corruptor!
Grand Corruptor receives 94 healing.
Your shield crumbles under the damage!
The shield around Cadence crumbles.
Lava floor burns Cadence!
Something hits Cadence for (5 absorbed), 54 fire (54 total damage).
Cadence uses Detonate.
You fail to use Fire Drake due to your equilibrium!
Lava floor heals Grand Corruptor!
Cadence receives 19 healing.
Grand Corruptor receives 94 healing.
Lava floor burns Cadence!
Grand Corruptor hits Cadence for 59 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Soul Rot.
Grand Corruptor receives 94 healing.
Cadence receives 19 healing.
Grand Corruptor deactivates Fearscape.
Saving game...

















































































