













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Mindslayer |
| Level / Exp | 15 / 94% |
| Size | big |
| Lifes / Deaths | Killed by Eladhewe the elven guard at level 15 on the 76th Dusk 122nd year of Ascendancy at 04:42 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 38 (base 12) |
| Dexterity | 32 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 68 (base 41) |
| Cunning | 37 (base 31) |
Resources
| Life | -83/486 |
| Equilibrium | 62 |
| Psi | 108/108 |
| Healing Factor | 1.5724489795918 |
| Regeneration | 2.7517857142857 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -45.275590551181% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 29.271521086458 |
| See Invisible | 29.271521086458 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 35 |
| Accuracy | 21 |
| Crit Chance | 14% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 21 |
| Crit Chance | 15% |
| APR | 44 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 54 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Lightning | +3% |
| Fire | +3% |
| Darkness | +5% |
| Cold | +11% |
| Physical | +15% |
| Mind | +18% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 37.118138619369 (56.923076923077%) |
| Defense | 25 |
| Ranged Defense | 34 |
| Fatigue | 15 |
| Physical Save | 26 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Acid | 22%( 70%) |
| Blight | 32%( 70%) |
| Arcane | 9%( 70%) |
| Cold | 44%( 70%) |
| All | 4%( 70%) |
| Darkness | 14%( 70%) |
| Light | 27%( 70%) |
| Temporal | 7%( 70%) |
| Lightning | 10%( 70%) |
| Physical | 22%( 70%) |
| Fire | 10%( 70%) |
| Nature | 59%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 414% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Beyond the Flesh |
| talent | Augmentation |
| talent | Kinetic Shield |
| talent | Thermal Aura |
| talent | Kinetic Aura |
| talent | Psiblades |
| talent | Antimagic Shield |
| talent | Charged Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| detrimental effect | Bleak Outcome |
| detrimental effect | Movement speed is reduced by 45%. Slow movement |
| beneficial effect | You gain 19% resistance against acid. Resolve |
Quests
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor&039;s Touch (+1 level(s)). Escort: injured seer (level 1 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 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 |
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. | 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 |
Equipment
| Psionic focus | Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor&039;Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
| On hands | Salerivena the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +4 Wil Changes resistances: +6% lightning / +3% temporal Changes damage: +3% lightning Stun/Freeze immunity: +25% Mindpower: +2 (+0 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | VoronneInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Changes resistances: +2% physical Hate when firing a critical mind attack: +1.00 Only die when reaching: -80.00 life Maximum life: +40.00 Light radius: +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 | iron helm &039; (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Wil / +2 Cun / +5 Con Changes resistances: +15% nature Mindpower: +3 (+1 eff.) Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Lavaraptor (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +7 Fatigue: +1% Changes stats: +6 Lck / +4 Dex Changes resistances: +6% fire Changes damage: +3% fire / +3% physical Stealth bonus: +5 Healing mod.: +15% A pair of boots made of leather. |
| Tool | Persistant WillInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+3 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower), costing 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth& |
| On fingers | copper ring &039;Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% blight / +22% cold / +5% arcane Changes damage: +3% mind / +11% cold Spell save: +3 (+1 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 Rings can have magical properties. |
| On fingers | Ivynor the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str / +2 Con Changes resistances: +1% physical / +22% nature / +9% light Changes damage: +11% nature / +12% physical Rings can have magical properties. |
| Around neck | PoreriraInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes resistances: +15% light / +10% darkness Blindness immunity: +20% Vim when firing critical spell: +1.00 Maximum mana: +40.00 Maximum vim: +20.00 Amulets can have magical properties. |
| In main hand | gifted thorny mindstar of balance (9-9.9 power, 28 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 56% Wil, 28% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +28 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.50 Mindpower: +14 (+4 eff.) Mental crit. chance: +3% 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 | 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. |
| In off hand | horrifying pulsing mindstar of life (12.5-13.75 power, 37 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 63% Wil, 35% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +37 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 5 darkness Changes damage: +3% mind / +5% darkness Life regen: +0.80 Maximum life: +30.00 Mindpower: +11 (+3 eff.) Mental crit. chance: +4% 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 | Polathra the linen cloak (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 16 physical Changes stats: +4 Dex / +2 Wil Mental save: +6 (+3 eff.) Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Betuba (8 def, 16 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +16 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +12% Critical mult.: +6.00% Physical save: +6 (+3 eff.) Life regen: +0.20 A suit of armour made of mail. |
Inventory
regeneration infusion of the psychic (heal 291 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 291 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 24%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xanothra the PhoenixmortalInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% acid / +9% fire Changes resistances penetration: +10% acid / +25% fire Changes damage: +6% acid Amulets can have magical properties. |
Earthpassion the stralite battleaxe (45-67.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +33 cold Burst (radius 1) on hit: +9 fire Burst (radius 2) on crit: +8 nature / +4 arcane When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Damage when hit (Melee): 4 nature Changes resistances: +5% arcane Changes resistances penetration: +5% nature Critical mult.: +16.00% Massive two-handed battleaxes. |
Coalresolve the linen cloak (4 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +3 (+2 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +6% darkness / +12% cold Physical save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitterbringer the iron gauntlets (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +5 Damage (Melee): 5 acid Changes resistances: +6% acid / +12% light Changes damage: +4% acid Life regen: +0.40 Maximum life: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
restful rough leather gloves of dexterity (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Changes stats: +3 Dex Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dawncutter (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Cun / +3 Dex Changes resistances: +6% acid / +12% light Changes damage: +9% acid / +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water A cap made of leather. |
2 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. |
47 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. |
iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Salylranor the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% acid / +9% light Spell save: +3 (+1 eff.) Stun/Freeze immunity: +10% Maximum life: +41.00 Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +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. |
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, 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. |
elm totem of healing &039; [power 77] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Defense: +3 (+2 eff.) Ranged Defense: +3 (+2 eff.) Critical mult.: +10.00% Physical save: +6 (+3 eff.) Maximum life: +30.00 Healing mod.: +15% It can be used to heal a target within range 8 (based on Willpower) for 77, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
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. |
3 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. |
7 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. |
5 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 (Madness (Roguelike) difficulty)
Got a character to level 10.By Brain Power! the Krog Mindslayer level 10
2nd Dusk 122nd year of Ascendancy at 23:16 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Brain Power! the Krog Mindslayer level 9
1st Dusk 122nd year of Ascendancy at 04:04 see stats
Log
Eladhewe the elven guard&fbd578LASTWHITELASTWHITELASTGREENLASTGREENLASTGREENLASTWHITELASTWHITELASTLAST039;s fire area effect hits Eladhewe the elven guard for 24 fire damage.
Brain Power! feels pain again.
Brain Power! is invigorated by the attack!
Brain Power!&WHITELASTWHITELASTROYAL_BLUELASTROYAL_BLUELASTWHITELASTWHITELASTPURPLELASTWHITELASTWHITELASTLIGHT_REDLASTLASTUID:585484:0fbd578LASTGREENLASTGREENLASTGREENLASTWHITELASTWHITELASTLASTLASTLAST{bold}039;s mind surges with critical power!
Brain Power! is invigorated by the attack!
Brain Power! is invigorated by the attack!
Brain Power! is invigorated by the attack!
Brain Power! hits Eladhewe the elven guard for 3 arcane, (5 to psi shield), 2 physical, (1 to psi shield), 1 darkness, (1 to psi shield), 1 mind, 2 arcane, 2 arcane, (5 to psi shield), 2 physical, (1 to psi shield), 1 darkness, (1 to psi shield), 1 mind, 1 arcane, (5 to psi shield), 2 physical, (1 to psi shield), 1 darkness, (1 to psi shield), 1 mind (20 total damage).
Eladhewe the elven guard hits Brain Power! for (22 to psi shield), 23 physical, (2 to psi shield), (3 antimagic), 0 lightning, (3 to psi shield), (3 antimagic), 0 acid, (8 to psi shield), 8 physical, (52 to psi shield), 55 physical, (2 to psi shield), (2 antimagic), 0 acid, (8 to psi shield), 8 physical (94 total damage).
Eladhewe the elven guard&fbd578LASTWHITELASTWHITELASTGREENLASTGREENLASTGREENLASTWHITELASTWHITELASTLAST039;s fire area effect hits Eladhewe the elven guard for 24 fire damage.
Brain Power! is not stunned anymore.
Brain Power! is moving less freely.
Brain Power! is invigorated by the attack!
Talent Realign is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Charged Strike is ready to use.
Talent Telekinetic Grasp is ready to use.
Brain Power!&WHITELASTWHITELASTROYAL_BLUELASTROYAL_BLUELASTWHITELASTWHITELASTPURPLELASTWHITELASTWHITELASTLIGHT_REDLASTLASTUID:585484:0fbd578LASTGREENLASTGREENLASTGREENLASTWHITELASTWHITELASTLAST{bold}039;s Beyond the Flesh performs a melee critical strike against Brain Power!!
Brain Power! is invigorated by the attack!
Eladhewe the elven guard uses Shield Pummel.
Eladhewe the elven guard performs a melee critical strike against Brain Power!!
Saving game...




















































































