








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 17 / 27% |
| Size | big |
| Lifes / Deaths | Killed by Xeruth the hornet swarm at level 17 on the 38th Dusk 122nd year of Ascendancy at 23:55 / 1 |
Primary Stats
| Strength | 28 (base 13) |
| Dexterity | 38 (base 20) |
| Constitution | 19 (base 10) |
| Magic | 49 (base 44) |
| Willpower | 14 (base 10) |
| Cunning | 22 (base 18) |
Resources
| Life | -33/558 |
| Mana | 250/311 |
| Stamina | 121/128 |
| Healing Factor | 1.1914285714286 |
| Regeneration | 8.7570000000002 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +49.18105373397% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 23.702532784305 |
| See Invisible | 28.702532784305 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 40 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Lightning | +20% |
| Fire | +18% |
| All | +0% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 13 (45%) |
| Defense | 20 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 30 |
| Mental Save | 23 |
Defense: Resistances
| Nature | 16%( 70%) |
| Acid | 11%( 70%) |
| Lightning | 26%( 70%) |
| Temporal | 16%( 70%) |
| Cold | 58%( 70%) |
| Physical | 16%( 70%) |
| Fire | 46%( 70%) |
| All | 4%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 21% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Disarm Resistance | 15% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 8. 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 77.74 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 36 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 798% for 10 turns and instantly restoring 39 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: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 35.65 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 20 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Fiery Hands |
| talent | Chant of Fortress |
| talent | Precise Strikes |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | Inner Demons |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| detrimental effect | Fatigue from poor sleep, dealing 17.90 mind damage per turn. Restless Night |
| beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 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 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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
| On feet | undeterred pair of iron boots of speed (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +20% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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 | linen wizard hat &039; (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +6% cold / +5% fire / +3% nature / +1% physical Spell save: +6 (+3 eff.) Mental save: +3 (+2 eff.) Disarm immunity: +15% Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
| Tool | Runyzor the dwarven-steel torque of charged psionic shield [power 67] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+3 eff.) Changes stats: +1 Str Mental save: +9 (+5 eff.) Maximum life: +40.00 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 67 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 9.84 cold and 8.56 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | steel ring &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +3 Mag / +3 Con Changes resistances: +24% fire Changes damage: +12% fire Physical save: +6 (+3 eff.) Maximum mana: +100.00 Rings can have magical properties. |
| Around waist | GetagrimCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+5 eff.) Changes resistances: +6% cold Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Stun/Freeze immunity: +20% Size category: +1 A belt that goes around your waist. |
| In main hand | infernal yew magestaff (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +18.00% Spellpower: +14 (+4 eff.) Spell crit. chance: +3% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | rough leather gloves &039; (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +15% lightning / +12% cold / +6% fire Changes resistances penetration: +20% acid Changes damage: +3% fire Spell save: +6 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Belomatokan (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +4 Cun Changes resistances: +8% acid / +7% physical / +8% cold / +9% fire / +8% lightning Changes resistances penetration: +10% mind Mental save: +3 (+2 eff.) Life regen: +7.10 Stamina each turn: +1.00 Maximum life: +42.00 Maximum hate: +2.00 Maximum psi: +20.00 Mindpower: +14 (+7 eff.) Healing mod.: +12% A suit of armour made of leather. |
| Cloak | Cloak of DeceptionPowered 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 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | stabilizing gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% temporal Pinning immunity: +20% Knockback immunity: +22% Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Amulets can have magical properties. |
Inventory
lightning rune of the titan (295 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 98.48 to 295.44 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution 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. |
Lisyna the BlazerotInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +4 Dex / +5 Con Changes resistances: +24% lightning Changes resistances penetration: +10% fire Changes damage: +12% lightning Rings can have magical properties. |
Ameharahir the steel battleaxe (24-36 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +7.0% Changes resistances penetration: +5% blight Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Massive two-handed battleaxes. |
Gluvea the Oakweeper (22-28.6 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 22.0 - 28.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +14 insidious poison / +4 nature When wielded/worn: Changes resistances: +3% nature Changes damage: +6% nature Sharp, short and deadly. |
steel dagger &039; (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Blight Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 acid / +9 temporal / +9 nature / +12 blight When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 8 blight Sharp, short and deadly. |
thought-forged iron dagger of erosion (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 9% chance to cause random gloom Damage (Melee): +4 mind / +5 temporal / +4 nature When wielded/worn: Changes stats: +1 Cun / +1 Wil Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel greatsword (24-38.4 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Elenasus the elm longbow Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Armour: +2 Changes resistances: +6% blight / +9% lightning Mental save: +9 (+5 eff.) Blindness immunity: +10% Disarm immunity: +15% Resist all after a teleport: +6% Longbows are used to shoot arrows at your foes. |
magewarrior&Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Physical power: +6 (+3 eff.) Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Physical save: +9 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Spellpower: +14 (+4 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel waraxe of phasing (12-16.8 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +26% One-handed war axes. |
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% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Chaladothad (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Str Changes resistances: +3% physical Cut immunity: +10% Life regen: +0.60 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak &039; (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +10% light Changes damage: +6% lightning Mental save: +6 (+3 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.shimmering woollen robe of light (+18%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% light Changes damage: +12% arcane / +12% light Maximum mana: +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zugrim the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag / +5 Cun / +2 Con Changes damage: +3% mind Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +11.00 Light radius: +2 See invisible: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armodig (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +4 Wil Changes resistances: +5% physical / +6% fire Changes resistances penetration: +15% acid Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elimira the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 physical Changes stats: +12 Str / +6 Dex Maximum life: +30.00 A cap made of leather. |
linen wizard hat &039; (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning / +3% mind / +9% darkness Critical mult.: +15.00% Equilibrium when hit: +0.24 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Arulach (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +11% darkness / +13% light / +9% blight Changes damage: +6% acid / +12% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 12 physical A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
This item will automatically be transmogrified when you leave the level.Festerbore the iron shield (4 def, 2 armour, 19.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 12 nature Changes resistances: +17% nature / +12% blight Changes resistances penetration: +10% nature / +10% darkness Changes damage: +6% nature Talent granted: +1 Block Maximum life: +46.00 Handheld deflection devices. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
301 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
BarutarInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Con Changes resistances: +1% physical Changes resistances penetration: +10% physical Mental save: +6 (+3 eff.) Maximum life: +40.00 Light radius: +2 See stealth: +6 See invisible: +8 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. |
Noonstoker the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 light Changes resistances: +9% nature Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +7 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target&LASTANTIQUE_WHITE |
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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of wind (20/20, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 20 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
iron torque of charged psionic shield &039; [power 29] (11/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% light / +21% cold Changes resistances penetration: +15% acid It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 29 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
ash totem of cure ailments &039; [power 2] (11/10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Spell save: +3 (+1 eff.) Blindness immunity: +10% Disarm immunity: +15% See invisible: +6 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing &039; [power 127] (11/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 nature / 8 lightning Changes resistances: +15% nature Maximum wards: +1 acid / +2 nature / +3 light Changes damage: +6% nature / +9% lightning Talent granted: +1 Ward It can be used to heal a target within range 6 (based on Willpower) for 127, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
elm wand of conjuration [power 91] (11/10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element with (base) damage 45 to 91, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.00 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. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Insane Kumar the Skeleton Arcane Blade level 10
8th Flare 122nd year of Ascendancy at 02:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Insane Kumar the Skeleton Arcane Blade level 7
10th Mirth 122nd year of Ascendancy at 10:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Insane Kumar the Skeleton Arcane Blade level 14
19th Dusk 122nd year of Ascendancy at 01:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Insane Kumar the Skeleton Arcane Blade level 14
13rd Dusk 122nd year of Ascendancy at 19:48 see stats
Log
Xeruth the hornet swarm hits Insane Kumar for (15 absorbed), 0 mind, (10 absorbed), 0 nature (0 total damage).
Xeruth the hornet swarm converts some damage to Psi!
Insane Kumar hits Xeruth the hornet swarm for 7 to psi, 6 physical, 17 to psi, 15 fire (47 total damage).
Large brown snake hits Insane Kumar for (14 absorbed), 0 physical (0 total damage).
Xeruth the hornet swarm uses Slumber.
Insane Kumar is in a deep sleep.
Xeruth the hornet swarm&fbd578LASTSLATELASTYELLOWLASTLASTLASTTalent Rune: Phase Door is ready to use.
Large brown snake hits Insane Kumar for (14 absorbed), 0 physical (0 total damage).
Xeruth the hornet swarm uses Inner Demons.
Insane Kumar is plagued by inner demons!
Insane Kumar casts Rune: Biting Gale.
Xeruth the hornet swarm shrugs off the effect &039;!
Insane Kumar is no longer sleeping.
Insane Kumar had a restless night.
Xeruth the hornet swarm converts some damage to Psi!
Insane Kumar hits Xeruth the hornet swarm for 14 to psi, 13 cold (27 total damage).
Insane Kumar performs a melee critical strike against Xeruth the hornet swarm!
Insane Kumar casts Lightning.
Xeruth the hornet swarm converts some damage to Psi!
Insane Kumar hits Xeruth the hornet swarm for 11 to psi, 10 physical, 17 to psi, 15 fire, 66 to psi, 60 lightning, 3 to psi, 2 fire (189 total damage).
Insane Kumar hits Large brown snake for 7 fire damage.
Xeruth the hornet swarm uses Mind Sear.
Xeruth the hornet swarm&
Your shield crumbles under the damage!
The shield around Insane Kumar crumbles.
Xeruth the hornet swarm hits Insane Kumar for (268 absorbed), 49 mind (49 total damage).
Saving game...
































































































