










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 22 / 45% |
Size | medium |
Lifes / Deaths | Killed by Dhronai the human at level 22 on the 11st Dearth 122nd year of Ascendancy at 06:52 / 1 |
Primary Stats
Strength | 34 (base 12) |
Dexterity | 33 (base 33) |
Constitution | 38 (base 12) |
Magic | 55 (base 36) |
Willpower | 38 (base 12) |
Cunning | 50 (base 33) |
Resources
Mana | 367/406 |
Psi | 108/128 |
Life | -199/716 |
Stamina | 235/284 |
Steam | 100/100 |
Healing Factor | 1.2102122670883 |
Regeneration | 3.933189868037 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 33.595095619122 |
See Invisible | 33.595095619122 |
Offense: Barehand
Damage | 54 |
Accuracy | 47 |
Crit Chance | 22% |
APR | 3 |
Speed | 0.80 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Nature | +15% |
Lightning | +23% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 48 (74.574340358689%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 38 |
Spell Save | 41 |
Mental Save | 43 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 16%( 70%) |
Physical | + 17%( 70%) |
Cold | + 23%( 70%) |
All | + 11%( 70%) |
Darkness | + 18%( 70%) |
Light | + 21%( 70%) |
Lightning | + 68%( 70%) |
Fire | + 14%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Confusion Resistance | 30% |
Pinning Resistance | 51% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (3/3)
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 270 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 264 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Pugilism | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Stone | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+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 Track (+1 level(s)). | 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 Wrathroot. * 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 2. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within6 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +5 nature When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 26 Damage when hit (Melee): 2 mind Changes resistances penetration: +5% blight Sharp, short and deadly. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +3 Cun Changes resistances: +3% fire Light radius: +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. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 36% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +4 Wil / +5 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +4 Str / +2 Mag / +9 Cun / +3 Con Changes resistances penetration: +10% arcane It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 392 Base Damage: 182 Armor: 8 All Resist: 12 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +6 Wil / +1 Cun / +1 Con Changes resistances: +20% lightning Changes damage: +10% lightning Disarm immunity: +28% Pinning immunity: +26% Knockback immunity: +21% Maximum life: +20.00 Spellpower: +6 (+2 eff.) Infravision radius: +2 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes stats: +4 Str Changes resistances: +26% lightning Changes damage: +13% lightning Mental save: +10 (+3 eff.) Disarm immunity: +33% Confusion immunity: +30% Pinning immunity: +25% Knockback immunity: +22% Maximum life: +31.00 Maximum stamina: +20.00 Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +9 Mag / +9 Wil Changes resistances: +11% light / +8% darkness Mental save: +7 (+2 eff.) Maximum life: +48.00 Spell crit. chance: +3% Damage Shield penetration: +30% A belt that goes around your waist. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +27 Armour Hardiness: +30% Defense: +10 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 30 physical / 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
On hands | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 14 acid Changes resistances: +12% acid / +6% blight Changes damage: +10% acid Talent granted: +3 Iron Grip Disarm immunity: +80% Life regen: +3.00 Stamina each turn: +0.80 Maximum mana: +40.00 Maximum stamina: +21.00 Spellpower: +30 (+9 eff.) When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Corrosive Breath (20% chance level 3). Damage (radius 2) on crit: +13 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Defense: +1 (+0 eff.) Fatigue: -4% Changes resistances: +18% lightning / +13% cold Stun/Freeze immunity: +30% Maximum life: +43.00 Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Changes resistances: +7% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower 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 spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +9 Armour: +6 Defense: +8 (+3 eff.) Changes stats: +3 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Mag Changes resistances: +3% light Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +10% temporal Talent granted: +1 Command Staff Spell save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 79.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 36% Changes stats: +4 Cun / +4 Wil Changes damage: +6% lightning Damage against: +18% Summoned Reduced damage from: +19% Summoned Mana each turn: +0.04 Mana when firing critical spell: +2.00 Maximum mana: +20.00 Maximum vim: +20.00 A belt that goes around your waist. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +1 Wil Changes resistances: +6% fire Changes resistances penetration: +5% blight Critical mult.: +15.00% Mana when firing critical spell: +1.00 Light radius: +3 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. |
![]() Infused 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 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 9 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 20% 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Dickpuncherz the Dwarf Adventurer level 18
45th Profit 122nd year of Ascendancy at 20:51 see stats
By Dickpuncherz the Dwarf Adventurer level 22
25th Wealth 122nd year of Ascendancy at 03:17 see stats
By Dickpuncherz the Dwarf Adventurer level 10
30th Voratun 122nd year of Ascendancy at 07:23 see stats
By Dickpuncherz the Dwarf Adventurer level 20
13rd Wealth 122nd year of Ascendancy at 23:23 see stats
By Dickpuncherz the Dwarf Adventurer level 6
18th Voratun 122nd year of Ascendancy at 15:52 see stats
By Dickpuncherz the Dwarf Adventurer level 10
31st Voratun 122nd year of Ascendancy at 02:33 see stats
By Dickpuncherz the Dwarf Adventurer level 14
2nd Profit 122nd year of Ascendancy at 20:16 see stats
By Dickpuncherz the Dwarf Adventurer level 17
32nd Profit 122nd year of Ascendancy at 17:06 see stats
Log
Dickpuncherz's Earthen Missiles hits Dhronai the human for 39 physical, 7 physical (46 total damage).
Dickpuncherz's Earthen Missiles hits Dhronai the human for 39 physical, 7 physical (46 total damage).
Deep Wound from Dickpuncherz hits Shadow for 45 physical damage.
Dickpuncherz's Earthen Missiles hits Dhronai the human for 59 physical, 10 physical (68 total damage).
Dickpuncherz's Earthen Missiles hits Shadow for 58 physical, 10 physical (68 total damage).
Dickpuncherz's Earthen Missiles hits Dhronai the human for 39 physical, 7 physical (46 total damage).
Dickpuncherz's Earthen Missiles hits Shadow for 58 physical, 10 physical (68 total damage).
Dhronai the human's mind surges with critical power!
Dickpuncherz was blasted back 2 spaces!
Dickpuncherz's Earthen Missiles killed Shadow!
Dhronai the human hits Dickpuncherz for (28 to psi shield), (20 flat reduction), 299 physical (299 total damage).
Deep Wound from Dickpuncherz hits Dhronai the human for 45 physical damage.
Bleeding from Dickpuncherz hits Dhronai the human for 42 physical damage.
Dickpuncherz casts Rune: Shielding.
A shield forms around Dickpuncherz.
Dickpuncherz uses Resilience of the Dwarves.
Dickpuncherz's skin turns to stone.
Dhronai the human's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Dickpuncherz crumbles.
Dickpuncherz was blasted 1 spaces into Dhronai the human!
Dhronai the human hits Dhronai the human for (11 deflected), 12 physical (12 total damage).
Dhronai the human hits Dickpuncherz for (28 to psi shield), (20 flat reduction), (264 absorbed), 35 physical, (11 to psi shield), (17 flat reduction), 0 physical (35 total damage).
Deep Wound from Dickpuncherz hits Dhronai the human for (22 deflected), 23 physical (23 total damage).
Bleeding from Dickpuncherz hits Dhronai the human for (19 deflected), 23 physical (23 total damage).
Dhronai the human uses Willful Strike.
Dhronai the human's mind surges with critical power!
Dhronai the human hits Dickpuncherz for (28 to psi shield), (20 flat reduction), 650 physical (650 total damage).
Dickpuncherz the level 22 dwarf adventurer was cleaved to death by Dhronai the human on level 1 of Ambush!.