










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 25 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 19 on the 67th Haze 122nd year of Ascendancy at 19:41 / 2Killed by Urkis, the High Tempest at level 25 on the 70th Regrowth 123rd year of Ascendancy at 14:31 |
Primary Stats
| Strength | 35 (base 24) |
| Dexterity | 25 (base 10) |
| Constitution | 40 (base 26) |
| Magic | 66 (base 47) |
| Willpower | 38 (base 21) |
| Cunning | 42 (base 19) |
Resources
| Life | -133/688 |
| Mana | 116/384 |
| Stamina | 164/242 |
| Healing Factor | 1.3422297605397 |
| Regeneration | 3.0200169612143 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 31.051968732286 |
| See Invisible | 41.051968732286 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 35 |
| Crit Chance | 20% |
| APR | 44 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Blight | +3% |
| Darkness | +6% |
| Cold | +13% |
| All | +0% |
Offense: Damage Penetration
| Lightning | +15% |
| Blight | +10% |
| Cold | +10% |
| Fire | +25% |
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 54.521305378697 (83.607947236566%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 16 |
| Physical Save | 34 |
| Spell Save | 42 |
| Mental Save | 42 |
Defense: Resistances
| Acid | 19%( 70%) |
| Arcane | 12%( 70%) |
| Cold | 43%( 70%) |
| All | 6%( 70%) |
| Lightning | 24%( 70%) |
| Physical | 14%( 70%) |
| Darkness | 22%( 70%) |
| Fire | 19%( 70%) |
| Nature | 14%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 50% |
| Blind Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 372 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1195% for 10 turns (72 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 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 Cunning stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)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 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 fire 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 |
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&WHITEREDWHITESLATE039;Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.&WHITESLATE039;Needed: one faerlhing fang. I&039;m sure you&039; The Brotherhood of Alchemists* &039; You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * &039;t much matter. The last ten inches or so should do nicely.&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. * &039;t worry if it dissolves. Just don&039; | 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 within7 lumberjacks have died. | done |
Till the Blood Runs Clear | 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 | Boltsaw (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 2 mind Changes stats: +1 Cun / +3 Con Changes resistances penetration: +15% mind / +15% lightning Physical save: +13 (+6 eff.) Mental save: +16 (+6 eff.) Knockback immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Aduth the alchemist&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+2 eff.) Armour: +4 Changes stats: +3 Str / +5 Wil Critical mult.: +32.00% Mindpower: +10 (+3 eff.) Mental crit. chance: +3% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Adaba (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +11 (+6 eff.) Changes stats: +2 Wil / +1 Con Physical save: +3 (+2 eff.) Mana each turn: +0.10 Spellpower: +17 (+6 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
| Tool | Cutheralen the Lavawinnow [power 194] (21/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances penetration: +25% fire Critical mult.: +10.00% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mental crit. chance: +2% It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Haladondil the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +26% cold Changes damage: +13% cold Spell save: +12 (+4 eff.) Silence immunity: +20% Maximum life: +20.00 Light radius: +3 Rings make your fingers look great! |
| On fingers | savior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Physical save: +7 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
| Around waist | Lisalle the hardened leather belt =lightning=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 4 physical Changes resistances: +7% acid / +3% darkness / +7% fire / +7% cold / +14% lightning Hate when firing a critical mind attack: +3.00 Mental crit. chance: +5% A belt that goes around your waist. |
| In main hand | Spectral Blade (26-42 power, 25 apr) =tag=Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 60% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+2 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
| On hands | Floeoblivion the voratun gauntlets (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Armour: +15 Armour Hardiness: +10% Fatigue: +5% Damage (Melee): 13 darkness Changes stats: +5 Dex / +2 Wil / +7 Cun / +10 Con Changes resistances: +14% darkness / +7% physical Changes resistances penetration: +10% cold Changes damage: +6% darkness Critical mult.: +20.00% Hate when firing a critical mind attack: +1.00 Learn an unarmed attack talent or enable &039; to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | steel mail armour &039; (10 def, 13 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +10 (+5 eff.) Fatigue: +12% Damage when hit (Melee): 8 physical Changes stats: +2 Dex / +1 Mag / +3 Cun Changes resistances: +2% physical Changes damage: +9% lightning Mental save: +10 (+4 eff.) A suit of armour made of mail. |
| Cloak | cashmere cloak &039; (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 26 Changes resistances: +7% acid / +7% fire / +7% cold / +9% nature / +5% lightning Changes resistances penetration: +10% blight Changes damage: +3% blight Critical mult.: +12.00% Stealth bonus: +8 Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Cut immunity: +50% Life regen: +2.00 Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
Healkarma the steel amulet =tag=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Cun / +2 Con Changes resistances: +6% nature / +12% light / +12% darkness Changes resistances penetration: +5% nature Talent mastery: +0.11 Spell / Fire Blindness immunity: +22% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.solipsist& Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Blindness immunity: +24% Mindpower: +7 (+2 eff.) Infravision radius: +3 See stealth: +12 See invisible: +8 Rings make your fingers look great! |
wizard&Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Shadowcut the steel dagger (12-16 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage Damage (radius 1) on hit: +8 darkness / +6 fire When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+3 eff.) Changes resistances: +6% darkness / +3% temporal Disarm immunity: +27% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Ce& 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: 130% 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: Accuracy: +30 (+10 eff.) Changes stats: +3 Dex / +2 Wil / +3 Con Changes resistances penetration: +15% physical Changes damage: +15% light Talent granted: +1 Command Staff Mental save: +6 (+2 eff.) Mana each turn: +0.21 Spellpower: +16 (+5 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element) =tag=Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% nature Damage affinity(heal): +20% nature Talent granted: +1 Command Staff Spell save: +15 (+5 eff.) Spellpower: +15 (+5 eff.) Spell crit. chance: +10% It can be used to cure up to 5 diseases or poisons (based on Magic) Activation costs 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
noble&ORANGEPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% blight Damage against: +16% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt &039; =tag=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +9% cold Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +34.00 Maximum hate: +8.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
Steel Helm of Garkul (0 def, 6 armour) =tag=Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul&LASTYELLOWLASTLIGHT_GREENLASTREDLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREEN physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel plate armour of lightning resistance (0 def, 11 armour) =lightning=Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +18% lightning A suit of armour made of metal plates. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =tag=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof&ORANGEInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Summertide Phial =tag=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.(94 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial =tag=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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 (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Boom the Higher Arcane Blade level 15
22nd Haze 122nd year of Ascendancy at 22:39 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Boom the Higher Arcane Blade level 21
76th Haze 122nd year of Ascendancy at 18:58 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Boom the Higher Arcane Blade level 10
66th Dusk 122nd year of Ascendancy at 21:18 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Boom the Higher Arcane Blade level 20
68th Haze 122nd year of Ascendancy at 13:19 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Boom the Higher Arcane Blade level 23
4th Regrowth 123rd year of Ascendancy at 19:36 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Boom the Higher Arcane Blade level 19
67th Haze 122nd year of Ascendancy at 10:47 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Boom the Higher Arcane Blade level 7
78th Pyre 122nd year of Ascendancy at 16:45 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Boom the Higher Arcane Blade level 23
28th Regrowth 123rd year of Ascendancy at 22:34 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Boom the Higher Arcane Blade level 9
1st Flare 122nd year of Ascendancy at 00:15 see stats
Thralless (Nightmare (Roguelike) difficulty)
28th Regrowth 123rd year of Ascendancy at 11:25 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Boom the Higher Arcane Blade level 18
50th Haze 122nd year of Ascendancy at 13:20 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Boom the Higher Arcane Blade level 19
67th Haze 122nd year of Ascendancy at 19:42 see stats
Log
Boom&
Talent Born into Magic is ready to use.
Talent Arcane Strike is ready to use.
Talent Flame is ready to use.
Thunderstorm hits Urkis, the High Tempest for 17 lightning damage.
Urkis, the High Tempest is not silenced anymore.
Urkis, the High Tempest is free from the illness.
Burning from Boom hits Urkis, the High Tempest for 40 fire damage.
Bleeding from Boom hits Urkis, the High Tempest for 22 physical damage.
Thunderstorm hits Boom for (45 absorbed), 0 lightning (0 total damage).
Boom casts Arcane Strike.
Boom casts Flame.
Boom hits Urkis, the High Tempest for 52 arcane, 15 arcane, 13 darkness, 120 fire, 76 arcane, 15 arcane, 13 darkness (304 total damage).
Urkis, the High Tempest casts Lightning.
Your shield crumbles under the damage!
The shield around Boom crumbles.
Urkis, the High Tempest hits Boom for (68 absorbed), 168 lightning (168 total damage).
Boom is dazed!
Thunderstorm hits Urkis, the High Tempest for 2 lightning damage.
Burning from Boom hits Urkis, the High Tempest for 30 fire damage.
Bleeding from Boom hits Urkis, the High Tempest for 9 physical damage.
Thunderstorm hits Boom for 32 lightning damage.
Boom casts Stone Wall.
Boom hits Urkis, the High Tempest for 31 physical damage.
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest&fbd578LASTROYAL_BLUELASTLAST{bold}
The furious lightning storm around Boom calms down and disappears.





















































































