Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Solipsist |
| Level / Exp | 17 / 3% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 59 (base 44) |
| Cunning | 41 (base 36) |
Resources
| Life | 241/241 |
| Psi | 315/315 |
| Psi_feedback | 0/100 |
| Healing Factor | 1.3 |
| Regeneration | 1.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +140.9693877551% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 36 |
| Crit Chance | 12% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 36 |
| Crit Chance | 13% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 15 |
| Ranged Defense | 18 |
| Fatigue | 0 |
| Physical Save | 37.2 |
| Spell Save | 38.72 |
| Mental Save | 41 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Willpower 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 50 and cleanse 1 wound and poison effect. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
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 |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
Equipment
| On feet | pair of rough leather boots 'Ulfasus' (2 def, 1 armour) pair of rough leather boots 'Ulfasus' (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +1% Changes stats: +2 Dex Changes damage: +3% mind Mental crit. chance: +1% A pair of boots made of leather. |
| Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +46.00 Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 14 power out of 30/30) : Effective talent level: 1.0 Power cost: 14 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 41.27 to 123.81 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 6 power out of 24/24) : Effective talent level: 3.0 Power cost: 6 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 56.37 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. |
| Tool | quick ash wand of trap destruction [power 25] (8 cooldown) quick ash wand of trap destruction [power 25] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to disarm traps (25 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gladiator's copper ring of corrosion (+22%) gladiator's copper ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Changes stats: +5 Str / +4 Con Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
| On fingers | mule's steel ring of power mule's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) Fatigue: -4% Maximum encumbrance: +23 Spellpower: +6 (+4 eff.) Mindpower: +5 (+2 eff.) Rings can have magical properties. |
| Around neck | restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +1.00 Amulets can have magical properties. |
| In main hand | creative vined mindstar of resolve (4.5-4.95 power, 18 apr, mind damage) creative vined mindstar of resolve (4.5-4.95 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +4 Wil Critical mult.: +7.00% Physical save: +4 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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 Waters 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 thorny mindstar of balance (8-8.8 power, 24 apr, mind damage) horrifying thorny mindstar of balance (8-8.8 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 5 darkness Changes damage: +4% mind / +4% darkness Physical save: +3 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.70 Mindpower: +6 (+2 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. |
| Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+8 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+3 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
acid wave rune of the warrior (70 acid damage; dur 5; apply 31) acid wave rune of the warrior (70 acid damage; dur 5; apply 31)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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 69.71 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 31. The surge of natural acids will remove one detrimental magical effect from you. 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. |
Veluwen VeluwenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+5 eff.) Defense: +4 (+4 eff.) Ranged Defense: +4 (+3 eff.) Changes stats: +8 Dex Changes resistances: +9% cold / +9% fire Changes damage: +6% physical Blindness immunity: +36% Infravision radius: +3 Sight radius: +2 See invisible: +9 Combat speed: +10% Amulets can have magical properties. |
cleansing steel amulet of strength (+2) cleansing steel amulet of strength (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +13% nature / +14% blight Poison immunity: +25% Disease immunity: +26% Amulets can have magical properties. |
serendipitous steel amulet of perfection (0.10 Psionic / Dreaming,0.10 Cunning / Survival) serendipitous steel amulet of perfection (0.10 Psionic / Dreaming,0.10 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +7 (+6 eff.) Changes stats: +7 Lck Talent masteries: +0.10 Psionic / Dreaming +0.10 Cunning / Survival Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
mule's copper ring of light (+20%) mule's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% light Changes damage: +10% light Maximum encumbrance: +20 Rings can have magical properties. |
mule's copper ring of lightning (+22%) mule's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's copper ring of darkness (+22%) psionicist's copper ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +4 (+1 eff.) Rings can have magical properties. |
Zanarerath the mossy mindstar (2.5-2.75 power, 12 apr, mind damage) Zanarerath the mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% mind Changes damage: +6% mind Physical save: +2 (+0 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
horrifying mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) horrifying mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +3% mind / +2% darkness Life regen: +0.70 Maximum life: +10.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tulymas the Heatbearer (3 def, 3 armour) Tulymas the Heatbearer (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +2% Changes stats: +1 Dex Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+3 eff.) Spell save: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
rough leather gloves 'Xanariama' (0 def, 1 armour) rough leather gloves 'Xanariama' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str Changes resistances: +3% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves (0 def, 1 armour) steady rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Armour: +1 Physical save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zubuvena the hardened leather cap (0 def, 3 armour) Zubuvena the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con / +6 Lck Changes resistances: +10% lightning / +7% temporal / -20% light Changes resistances penetration: +5% arcane Life regen: +3.40 Spell crit. chance: +2% Mental crit. chance: +3% A cap made of leather. |
Tooth of the Mouth (dig speed 12 turns) 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. |
brass lantern 'Murksweep' brass lantern 'Murksweep'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +6% temporal Changes damage: +3% temporal 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. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +5% fire 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Eye of the Dreaming One 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 (+3 eff.) Mindpower: +5 (+2 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 14 power out of 25/25) : Effective talent level: 3.9 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 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 80% 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. |
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 Annulment (1/1) 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's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 20 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)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 134 power out of 331/400. 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'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. |
Achievements
Exterminator
Killed 1000 creatures.By Ergnenal the Dwarf Solipsist level 15
2nd Wealth 122nd year of Ascendancy at 22:59 see stats
Level 10
Got a character to level 10.By Ergnenal the Dwarf Solipsist level 10
8th Profit 122nd year of Ascendancy at 21:54 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Ergnenal the Dwarf Solipsist level 4
20th Voratun 122nd year of Ascendancy at 14:55 see stats
The Arena
Unlocked Arena mode.By Ergnenal the Dwarf Solipsist level 8
1st Profit 122nd year of Ascendancy at 00:34 see stats
The secret city
Discovered the truth about mages.By Ergnenal the Dwarf Solipsist level 11
12nd Profit 122nd year of Ascendancy at 15:35 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Ergnenal the Dwarf Solipsist level 17
4th Wealth 122nd year of Ascendancy at 05:28 see stats
Log
There is a A gate into the Maze here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 5th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:01.
Saving done.
Today is the 6th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:58.
Today is the 7th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:20.
Today is the 8th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:41.
There is a Zigur (Town) here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
You gain 24.00 gold from the transmogrification of 6 agate.
You gain 12.00 gold from the transmogrification of onyx.
You gain 32.00 gold from the transmogrification of 4 aquamarine.
You gain 16.00 gold from the transmogrification of 2 opal.
You gain 32.00 gold from the transmogrification of 4 topaz.
You gain 48.00 gold from the transmogrification of 12 spinel.
You gain 24.00 gold from the transmogrification of 3 amethyst.
You gain 40.00 gold from the transmogrification of 10 ametrine.
You gain 36.00 gold from the transmogrification of 9 citrine.
You gain 32.00 gold from the transmogrification of 8 zircon.
Ergnenal deactivates Lucid Dreamer.
