Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
Addons | Items Vault 1.0.0 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Mindslayer |
Level / Exp | 49 / 37% |
Size | medium |
Lifes / Deaths | Killed by unstable sand tunnel at level 49 on the 3rd Dusk 122nd year of Ascendancy at 02:57 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 101 (base 60) |
Dexterity | 101 (base 60) |
Constitution | 67 (base 60) |
Magic | 60 (base 60) |
Willpower | 87 (base 60) |
Cunning | 83 (base 60) |
Resources
Life | 3786/10250 |
Psi | 5047/5047 |
Equilibrium | 51 |
Healing Factor | 1 |
Regeneration | 15.45 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 10 |
Offense: Mainhand
Damage | 168 |
Accuracy | 70 |
Crit Chance | 27% |
APR | 64 |
Speed | 1.00 |
Offense: Offhand
Damage | 150 |
Accuracy | 70 |
Crit Chance | 26% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13.333333333333 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 63.8375 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Blight | +4% |
Lightning | +18% |
Mind | +6% |
Physical | +5% |
Offense: Damage Penetration
Physical | +25% |
Defense: Base
Armour (hardiness) | 55.2 (90%) |
Defense | 31.325 |
Ranged Defense | 35.325 |
Fatigue | 0 |
Physical Save | 49.05 |
Spell Save | 44.6 |
Mental Save | 63.7125 |
Defense: Resistances
Physical | + 20%( 70%) |
Darkness | + 35%( 70%) |
Light | -19%( 70%) |
Temporal | + 38%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 40%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Stun Resistance | 100% |
Disarm Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: 13 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: MovementUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 866% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Grip | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Focus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mental discipline | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Voracity | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Conduit |
talent | Deflect Projectiles |
talent | Antimagic Shield |
talent | Augmentation |
talent | Kinetic Shield |
talent | Psiblades |
talent | Thermal Shield |
talent | Beyond the Flesh |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | You have 182 fungal energies stored. Release them to heal by using the Fungal Blood prodigy. Fungal Blood |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Equipment
Psionic focus | reshaped Arobresewe (59.5-89.25 power, 3 apr) reshaped Arobresewe (59.5-89.25 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Accuracy: +17 Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage against: +25% Dragon / +25% Giant When wielded/worn: Armour penetration: +4 Changes stats: +5 Str Changes resistances: +15% temporal Changes resistances penetration: +20% physical Physical save: +15 Massive two-handed battleaxes. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | reshaped Elidamina the drakeskin leather cap (0 def, 8.6 armour) reshaped Elidamina the drakeskin leather cap (0 def, 8.6 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +0% Changes stats: +4 Str / +5 Dex / +8 Wil / +8 Cun / +5 Con Damage when the wearer hits(melee): 2 arcane Damage when the wearer is hit: 8 mind / 4 arcane Changes resistances: +5% arcane / -40% light Changes damage: +6% mind Mental save: +10 Life regen: +3.20 Mindpower: +6 A cap made of leather. |
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 | Duathel's kiss Duathel's kissInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 16 darkness Changes resistances: +30% fire / +12% darkness / +12% temporal Changes damage: +18% lightning Spell save: +18 Rings can have magical properties. |
On fingers | psionicist's stralite ring psionicist's stralite ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Mental save: +14 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: +15% It can be used to activate talent Evasion (costing 23 power out of 40/40) : Effective talent level: 2.4 Power cost: 23 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 58% chance to completely evade them for 13 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. |
In main hand | reshaped radiant pulsing mindstar of clarity (30-33 power, 55 apr, nature damage) reshaped radiant pulsing mindstar of clarity (30-33 power, 55 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 30.0 - 33.0 Uses stats: 79% Wil, 44% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Accuracy: +17 Armour Penetration: +55 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +6 light When wielded/worn: Mental save: +6 Maximum psi: +30.00 Mindpower: +7 Mental crit. chance: +9% Light radius: +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. |
On feet | reshaped traveler's pair of dwarven-steel boots of stability (0 def, 7.6 armour) reshaped traveler's pair of dwarven-steel boots of stability (0 def, 7.6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -3% Maximum encumbrance: +25 Physical save: +8 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
In off hand | reshaped hungering thorny mindstar of sand (26.5-29.15 power, 42 apr, nature damage) reshaped hungering thorny mindstar of sand (26.5-29.15 power, 42 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 26.5 - 29.2 Uses stats: 71% Wil, 35% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Accuracy: +17 Armour Penetration: +42 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 physical Changes resistances: +6% physical Changes resistances penetration: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +3 Mental crit. chance: +3% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 12 cooldown. 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. |
On hands | reshaped dwarven-steel gauntlets of the juggernaut (0 def, 5.6 armour) reshaped dwarven-steel gauntlets of the juggernaut (0 def, 5.6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Fatigue: +0% Changes stats: +2 Con Physical save: +5 Spell save: +4 Mental save: +5 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 80% When this weapon hits: Juggernaut (10% chance level 1). Damage when this weapon hits: +13 physical It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | reshaped radiant dwarven-steel mail armour of command (10 def, 16.6 armour) reshaped radiant dwarven-steel mail armour of command (10 def, 16.6 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +17 Defense: +10 Fatigue: +10% Changes stats: +2 Cun / +2 Wil Damage when the wearer is hit: 7 light Changes resistances: +12% darkness / +10% blight Mental save: +10 Light radius: +1 A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. duelist's insidious poison infusion (51 nature damage, 29% healing reduction)duelist's insidious poison infusion (51 nature damage, 29% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5.00 Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 51.14 nature damage per turns for 7 turns, and reducing the target's healing received by 29%. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (751% speed; 7 turns)movement infusion (751% speed; 7 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 751% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
warrior's healing infusion (heal 431) warrior's healing infusion (heal 431)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 431 life. Its effects scale with your Strength 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. |
reshaped caustic dwarven-steel greatmaul of nature (59.5-89.25 power, 2 apr) reshaped caustic dwarven-steel greatmaul of nature (59.5-89.25 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 59.5 - 89.3 Uses stat: 120% Str Damage type: Physical Accuracy: +16 Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 40% nature / 39% acid blind When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +9% nature / +10% acid Life regen: +2.00 Massive two-handed maul. |
iron greatsword (9.5-15.2 power, 1 apr) iron greatsword (9.5-15.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 9.5 - 15.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
reshaped blazebringer's dwarven-steel greatsword (54.5-87.2 power, 2 apr) reshaped blazebringer's dwarven-steel greatsword (54.5-87.2 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Accuracy: +16 Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 38% fire When wielded/worn: Changes resistances penetration: +10% fire Global speed: +2% Massive two-handed swords. |
reshaped insidious stralite greatsword of ruin (64.5-103.2 power, 3 apr) reshaped insidious stralite greatsword of ruin (64.5-103.2 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Accuracy: +17 Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +54 insidious poison When wielded/worn: Armour penetration: +16 Physical crit. chance: +12.0% Critical mult.: +22.00% Massive two-handed swords. |
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% Damage when this weapon hits: +18 nature / +10 % chance to silence target When wielded/worn: Accuracy: +6 It can be used to activate talent Rush (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 8.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
gifted pulsing mindstar of frost (13-14.3 power, 32 apr, nature damage) gifted pulsing mindstar of frost (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 9 cold Changes resistances: +9% cold Changes resistances penetration: +7% cold Changes damage: +9% cold Mindpower: +14 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of storms (13-14.3 power, 32 apr, mind damage) pulsing mindstar of storms (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 9 lightning Changes resistances: +6% lightning Changes resistances penetration: +9% lightning Changes damage: +7% lightning Mindpower: +4 Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating pulsing mindstar (12.5-13.75 power, 32 apr, mind damage) resonating pulsing mindstar (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +8% mind Changes resistances penetration: +8% mind Changes damage: +9% mind Psi when hit: +2.10 Mindpower: +4 Mental crit. chance: +4% Damage Resonance (when hit): +21% It can be used to completes a psionic powered mindstar set, placing all other charms into a 12 cooldown. 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. |
reshaped blurring hardened leather belt reshaped blurring hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +4 Defense: +5 Fatigue: +0% Stealth bonus: +8 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. restorative cashmere cloak of the Shaloren (2 def, 0 armour)restorative cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Wil / +2 Mag Changes resistances: +8% nature / +5% blight Life regen: +0.80 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. shadow cashmere cloak (2 def, 0 armour)shadow cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes resistances penetration: +10% darkness Changes damage: +14% darkness Stealth bonus: +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour)dreamer's pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con Physical save: +7 Spell save: +7 Mental save: +8 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 7.00 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots of tirelessness (0 def, 10 armour)miner's pair of dwarven-steel boots of tirelessness (0 def, 10 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Stamina each turn: +0.60 Maximum stamina: +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. scholar's pair of hardened leather boots (0 def, 3 armour)scholar's pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Spellpower: +5 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. stalker's pair of dwarven-steel boots of stability (0 def, 4 armour)stalker's pair of dwarven-steel boots of stability (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +7 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots (0 def, 4 armour)wanderer's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Con Physical save: +8 Mental save: +11 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots of uncanny dodging (5 def, 3 armour)wanderer's pair of hardened leather boots of uncanny dodging (5 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 Ranged Defense: +6 Fatigue: +3% Changes stats: +3 Con Physical save: +8 Mental save: +6 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour)brawler's dwarven-steel gauntlets of war-making (0 def, 2 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +17.00% Physical save: +8 Spell crit. chance: +13% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 25.5 - 35.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy: +6 Armour Penetration: +9 Physical crit. chance: +21.0% Attack speed: 70% When this weapon hits: Set Up (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. storm dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)storm dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 Armour: +2 Changes stats: +4 Str Damage when the wearer hits(melee): 8 lightning Changes resistances: +7% lightning Changes damage: +7% lightning When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 80% When this weapon hits: Lightning Breath (10% chance level 3). Burst (radius 2) on crit: +8 lightning Damage conversion: 36% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel helm (0 def, 4 armour)cleansing dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% nature / +10% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of absorption (0 def, 4 armour)dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Stamina when hit: +1.50 Equilibrium when hit: +1.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of constitution (+5) (0 def, 3 armour)hardened leather cap of constitution (+5) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather cap of blood magic (0 def, 3 armour)insulating hardened leather cap of blood magic (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Wil / +5 Mag Changes resistances: +8% cold / +10% fire Changes damage: +9% arcane / +8% blight Spell crit. chance: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere wizard hat of balance (2 def, 0 armour)mindwoven cashmere wizard hat of balance (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Equilibrium when hit: +1.90 Psi when hit: +1.20 Hate when hit: +1.50 Mindpower: +4 Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
reshaped dwarven-steel helm of trickery (0 def, 7.6 armour) reshaped dwarven-steel helm of trickery (0 def, 7.6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +8 Fatigue: +0% Changes stats: +3 Cun / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
opal 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. |
2 topaz 2 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
spinel 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 114 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'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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
citrine 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. |
4 zircon 4 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
By Threehands the Cornac Mindslayer level 29
78th Pyre 122nd year of Ascendancy at 15:01 see stats
By Threehands the Cornac Mindslayer level 29
78th Pyre 122nd year of Ascendancy at 09:00 see stats
By Threehands the Cornac Mindslayer level 30
9th Mirth 122nd year of Ascendancy at 21:02 see stats
By Threehands the Cornac Mindslayer level 30
9th Mirth 122nd year of Ascendancy at 21:02 see stats
By Threehands the Cornac Mindslayer level 49
2nd Summertide 122nd year of Ascendancy at 06:51 see stats
By Threehands the Cornac Mindslayer level 30
10th Mirth 122nd year of Ascendancy at 10:17 see stats
By Threehands the Cornac Mindslayer level 29
78th Pyre 122nd year of Ascendancy at 09:00 see stats
By Threehands the Cornac Mindslayer level 29
78th Pyre 122nd year of Ascendancy at 09:00 see stats
By Threehands the Cornac Mindslayer level 29
4th Mirth 122nd year of Ascendancy at 10:19 see stats
Log
Threehands is slowing down.
Threehands is speeding up.
Threehands slows from critical velocity!
Resting starts...
The unstable sand tunnel collapses!
Threehands slows down.
The unstable sand tunnel collapses!
Threehands is slowing down.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Rested for 3 turns (stop reason: suffocating).
Unstable sand tunnel hits Threehands for 4062 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Threehands for 2441 physical damage.
Talent Infusion: Regeneration is ready to use.
Threehands uses Infusion: Regeneration.
Threehands starts regenerating health quickly.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Threehands suffocates to death!
Saving done.
Saving done.
Saving game...