Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
| Addons | Items Vault 1.0.1 Glutton 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Glutton |
| Level / Exp | 15 / 67% |
| Size | medium |
| Lifes / Deaths | Killed by Archmage Tarelion at level 15 on the 41st Dearth 122nd year of Ascendancy at 23:13 / 1 |
Primary Stats
| Strength | 28 (base 22) |
| Dexterity | 19 (base 10) |
| Constitution | 47 (base 41) |
| Magic | 8 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 24 (base 19) |
Resources
| Hate | 100/100 |
| Mana | 69/204 |
| Psi | 104/104 |
| Vim | 156/156 |
| Life | -21/544 |
| Paradox | 150 |
| Stamina | 152/152 |
| Equilibrium | 0 |
| Healing Factor | 1.3539216310219 |
| Regeneration | 56.984615187367 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | 6 |
Offense: Barehand
| Damage | 56 |
| Accuracy | 66 |
| Crit Chance | 42% |
| APR | 16 |
| Speed | 1.20 |
Offense: Spell
| Spellpower | 15.0325 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.21625 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Light | +16% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 58 (100%) |
| Defense | 8.15 |
| Ranged Defense | 16.15 |
| Fatigue | 17 |
| Physical Save | 29.125 |
| Spell Save | 19.7 |
| Mental Save | 25.65 |
Defense: Resistances
| Darkness | 33%( 78%) |
| Light | 34%( 70%) |
| Mind | 4%( 70%) |
| All | 9%( 70%) |
| Cold | 25%( 70%) |
| Nature | 25%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 187 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Gluttony / Famine | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Gluttony / Digestion | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Gluttony / Feast | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 10/5 |
| 13/5 |
| 13/5 |
| 0/5 |
Effects
| talent | Carbon Spikes |
| talent | Deadly Poison |
| talent | Gloom |
| talent | Call Shadows |
| talent | Numbing Poison |
| beneficial effect | You feel your grip on reality slipping. Level 2 Curse of Madness 2Penalty: Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Level 1: Unleashed: +6% critical damage, +8% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A flow of life spins around the target, regenerating 37.44 life per turn. Regeneration |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 4 life each turn and its healing modifier has been increased by 10%. Recovery |
| beneficial effect | A shroud of darkness seems to fall across your path. Level 2 Curse of Shrouds 2Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Level 1: Nightwalker: +8 Darkness Resistance, +8% Max Darkness Resistance, +6 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have -42 minutes and 22 seconds to find it! | active |
You failed to protect the lost sun paladin from death by Bolonfto. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by Bolonfto. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Bolonfto. Escort: temporal explorer (level 2 of Trollmire) | failed |
From bellow, it devours | 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 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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
| Psionic focus | Skeletal Claw (19-20.9 power, 8 apr) (Madness) Skeletal Claw (19-20.9 power, 8 apr) (Madness)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 19.0 - 20.9 Uses stat: 100% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Damage when this weapon hits: +15 bleed Burst (radius 2) on crit: +20 bleed Talent on hit(spell): Bone Grab (10% chance level 1). Curse of Madness It can be used to activate talent Bone Grab (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 20.07 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
| Light source | Alintir AlintirPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Critical mult.: +20.00% Psi when hit: +0.12 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +50 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 | Betyldawyn (0 def, 3 armour) (Shrouds) Betyldawyn (0 def, 3 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Cun Psi each turn: +0.30 Psi when hit: +0.20 Psi per kill: +2.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | mule& mule&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Fatigue: -4% Maximum encumbrance: +22 Rings can have magical properties. |
| On fingers | copper ring of light (+22%) copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 2 When wielded/worn: Ranged Defense: +8 Changes stats: +5 Dex / +3 Cun / +2 Lck Slows Projectiles: +20% It can be used to activate talent Evasion (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 21% chance to completely evade them for 6 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| Main armor | Thalore-Wood Cuirass (4 def, 10 armour) (Shrouds) Thalore-Wood Cuirass (4 def, 10 armour) (Shrouds)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Curse of Shrouds Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
| On feet | dreamer& dreamer&Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Physical save: +6 Spell save: +6 Mental save: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| On hands | radiant iron gauntlets of war-making (0 def, 1 armour) radiant iron gauntlets of war-making (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +1 Damage when the wearer hits(melee): 6 light Changes resistances: +6% light Changes damage: +5% light Critical mult.: +5.00% Spell crit. chance: +6% Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 80% When this weapon hits: Searing Light (20% chance level 1). When this weapon crits: Cripple (20% chance level 1). Burst (radius 2) on crit: +7 light Damage conversion: 27% light Metal gloves protecting the hands up to the middle of the lower arm. |
| Cloak | linen cloak of clarity (1 def, 0 armour) (Madness) linen cloak of clarity (1 def, 0 armour) (Madness)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Mental save: +6 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior& savior&Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Physical save: +6 Spell save: +6 Mental save: +6 Amulets can have magical properties. |
Inventory
duelist& duelist&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: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% for 5 turns. Its effects scale with your Dexterity 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. |
healing infusion (heal 47) healing infusion (heal 47)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 47 life. 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. |
regeneration infusion (heal 95 over 5 turns) regeneration infusion (heal 95 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: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 95 life over 5 turns. 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. |
sneak& sneak&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 56 with a minimum range of 15. Its effects scale with your Cunning 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. |
warrior& warrior&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength 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. |
warrior& warrior&Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. Its effects scale with your Strength 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. |
flaming steel battleaxe (19-28.5 power, 2 apr) (Shrouds) flaming steel battleaxe (19-28.5 power, 2 apr) (Shrouds)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.0 - 28.5 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Curse of Shrouds Massive two-handed battleaxes. |
iron dagger of evisceration (5.5-7.15 power, 5 apr) (Nightmares) iron dagger of evisceration (5.5-7.15 power, 5 apr) (Nightmares)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 5.5 - 7.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 Curse of Nightmares Sharp, short and deadly. |
steel dagger of crippling (11.5-14.95 power, 6 apr) (Madness) steel dagger of crippling (11.5-14.95 power, 6 apr) (Madness)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +5.0% Curse of Madness Sharp, short and deadly. |
elemental iron longsword of massacre (10.5-14.7 power, 2 apr) (Shrouds) elemental iron longsword of massacre (10.5-14.7 power, 2 apr) (Shrouds)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 11% fire / 11% cold / 10% lightning / 10% acid Curse of Shrouds Sharp, long, and deadly. |
iron mace of erosion (7-9.8 power, 2 apr) (Shrouds) iron mace of erosion (7-9.8 power, 2 apr) (Shrouds)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +5 nature / +6 temporal Curse of Shrouds Blunt and deadly. |
mossy mindstar of balance (2.5-2.75 power, 12 apr, mind damage) (Misfortune) mossy mindstar of balance (2.5-2.75 power, 12 apr, mind damage) (Misfortune)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical save: +3 Spell save: +2 Mental save: +2 Equilibrium when hit: +0.50 Mindpower: +1 Mental crit. chance: +1% Curse of Misfortune 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. |
Rotnigh (12-16.8 power, 3 apr) (Nightmares) Rotnigh (12-16.8 power, 3 apr) (Nightmares)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Changes stats: +2 Mag Allows you to breathe in: water Curse of Nightmares One-handed war axes. |
flaming iron waraxe of daylight (7-9.8 power, 2 apr) (Nightmares) flaming iron waraxe of daylight (7-9.8 power, 2 apr) (Nightmares)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 7.0 - 9.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +6 light Burst (radius 1) on hit: +6 fire Damage against: +6% Undead Curse of Nightmares One-handed war axes. |
Samoregohad (0 def, 1 armour) Samoregohad (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Wil Psi per kill: +4.00 Heals friendly targets nearby when you use a nature summon: +50 A pair of boots made of leather. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 Ranged Defense: +2 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Wil Changes resistances: +10% fire Changes damage: +5% fire When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.0% Damage when this weapon hits: +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 26.33 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Glowtaint (0 def, 1 armour) Glowtaint (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when the wearer hits(melee): 6 acid Damage when the wearer is hit: 8 light Light radius: +3 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 60% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of regeneration (0 def, 1 armour) steady iron gauntlets of regeneration (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Physical save: +6 Mental save: +5 Life regen: +0.60 Stamina each turn: +0.40 Psi each turn: +0.11 When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 80% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of strength (+3) (0 def, 1 armour) (Misfortune) rough leather cap of strength (+3) (0 def, 1 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Curse of Misfortune A cap made of leather. |
reinforced steel shield (6 def, 8 armour, 58 block) (Nightmares) reinforced steel shield (6 def, 8 armour, 58 block) (Nightmares)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Curse of Nightmares Handheld deflection devices |
2 agate 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 Gems can be sold for money or used in arcane rituals. |
124 alchemist agate 124 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. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 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. |
brass lantern of the sun brass lantern of the sunPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness Changes damage: +5% light Light radius: +3 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 6 turns and lighting up your immediate area (radius 8). At level 3 it will also do 14.94 light damage within radius 4. The damage done will increase with your Spellpower. 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. |
guard& guard&Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 Maximum life: +41.00 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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, 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 40 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
iron torque of kinetic psionic shield [power 25] (20 cooldown) iron torque of kinetic psionic shield [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 25 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of kinetic psionic shield [power 15] (14 cooldown) quick iron torque of kinetic psionic shield [power 15] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 15 for 6 turns, placing all other charms into a 14 cooldown. Torques are made by powerful psionics to store psionic powers. |
Beymas of thorny skin [power 15] (20 cooldown) Beymas of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +3 Str Critical mult.: +15.00% Psi when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +50 It can be used to hardens the skin for 6 turns increasing armour by 15 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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% Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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 Gems can be sold for money or used in arcane rituals. |
7 zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bolonfto the Dwarf Glutton level 7
29th Voratun 122nd year of Ascendancy at 11:00 see stats
Level 10
Got a character to level 10.By Bolonfto the Dwarf Glutton level 10
24th Profit 122nd year of Ascendancy at 18:02 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bolonfto the Dwarf Glutton level 11
36th Profit 122nd year of Ascendancy at 11:15 see stats
Size matters
Did over 600 damage in one attack.By Bolonfto the Dwarf Glutton level 14
23rd Wealth 122nd year of Ascendancy at 15:10 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Bolonfto the Dwarf Glutton level 5
19th Voratun 122nd year of Ascendancy at 20:43 see stats
The Arena
Unlocked Arena mode.By Bolonfto the Dwarf Glutton level 8
18th Profit 122nd year of Ascendancy at 19:27 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bolonfto the Dwarf Glutton level 14
24th Wealth 122nd year of Ascendancy at 08:19 see stats
The secret city
Discovered the truth about mages.By Bolonfto the Dwarf Glutton level 15
41st Dearth 122nd year of Ascendancy at 17:03 see stats
Log
Apprentice mage forces the iceblock to shatter.
Archmage Tarelion hits apprentice mage for 85 physical, 15 physical, 57 physical, 10 physical, 43 physical damage (total 206.13).
Archmage Tarelion hits Bolonfto for 68 physical damage.
Archmage Tarelion hits shadow for 71 physical damage.
Archmage Tarelion killed shadow!
Apprentice mage is free from the ice.
Bolonfto casts Phase Door.
Selects a target to teleport...
Selects a teleport location...
Archmage Tarelion casts Manathrust.
Your hatred grows even as your life fades! (+15 hate)
Talent Lightning is ready to use.
Talent Sunder Arms is ready to use.
Talent Summon is ready to use.
Talent Soul Rot is ready to use.
Talent Dark Tendrils is ready to use.
Talent Phase Door is ready to use.
Talent Inhale is ready to use.
Talent Whet Appetite is ready to use.
Bolonfto casts Blindside.
Archmage Tarelion casts a protective shield just in time!
The shield around Archmage Tarelion crumbles.
Archmage Tarelion casts Strike.
Bolonfto hits Archmage Tarelion for 0 light, 37 physical, 5 light damage (total 40.97).
Your hatred grows even as your life fades! (+17 hate)
Saving done.
Saving done.
Saving game...
