










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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 | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 16 / 74% |
Size | medium |
Lifes / Deaths | Killed by Betessra the slumbering dire wolf at level 16 on the 43rd Dusk 122nd year of Ascendancy at 06:47 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 29 (base 28) |
Constitution | 16 (base 12) |
Magic | 34 (base 31) |
Willpower | 25 (base 20) |
Cunning | 18 (base 17) |
Resources
Mana | 8/240 |
Equilibrium | 10 |
Vim | 91/142 |
Life | 0/435 |
Psi | 25/105 |
Stamina | 60/144 |
Paradox | 576 |
Healing Factor | 1.3976728110599 |
Regeneration | 6.6389458525346 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 6 |
Offense: Barehand
Damage | 17 |
Accuracy | 46 |
Crit Chance | 7% |
APR | 3 |
Speed | 0.73 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Blight | +6% |
Arcane | +5% |
Mind | +6% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 27.6 (35.629139072848%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 1 |
Physical Save | 17 |
Spell Save | 25 |
Mental Save | 20 |
Defense: Resistances
Acid | -14%( 70%) |
Blight | + 8%( 70%) |
Arcane | -3%( 70%) |
Cold | + 12%( 70%) |
All | -25%( 70%) |
Lightning | -18%( 70%) |
Temporal | + 6%( 70%) |
Mind | -14%( 70%) |
Physical | -39%( 70%) |
Fire | -1%( 70%) |
Nature | 0%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 28% |
Pinning Resistance | 28% |
Silence Resistance | 37% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 418% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Pugilism | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Combat |
talent | Mitosis |
talent | Striking Stance |
talent | Reality Smearing |
talent | Arcane Power |
talent | Hardened Core |
talent | Skate |
talent | Beyond the Flesh |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 11%. Distortion |
detrimental effect | The target is poisoned, taking 1.71 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
beneficial effect | Increases defense by 10. Mobile Defense |
detrimental effect | Damage received in the past is returned as 17.50 paradox damage per turn. Reality Smearing |
detrimental effect | The target is poisoned, taking 13.57 nature damage per turn. Deadly Poison |
detrimental effect | The target's resistances have been reduced by 25%. Flawed Design |
beneficial effect | The target is being grounded in the timeline and is healing 11.46 life per turn. Attenuate |
beneficial effect | The target is in the middle of a combo chain and has earned 4 combo points. 4 Combo |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
Psionic focus | ![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 Base power: 23.0 - 32.2 Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 14/80) : Effective talent level: 1.0 Power cost: 80 out of 14/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 12.84 cold damage and 12.61 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+4 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +11% 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: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +1 Dex / +2 Wil / +1 Cun / +3 Con Changes resistances: +6% lightning / +6% temporal / +3% fire See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Changes resistances: +9% mind / +9% acid Changes damage: +6% mind Stun/Freeze immunity: +24% Life regen: +1.20 Rings can have magical properties. |
Around waist | ![]() Infused 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. |
Main armor | ![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +16% fire Life regen: +3.30 Maximum life: +34.00 Healing mod.: +10% A suit of armour made of leather. |
On feet | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +37% Confusion immunity: +28% Stun/Freeze immunity: +27% A pair of boots made of leather. |
On hands | ![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 blight Changes stats: +3 Mag Changes resistances: +6% blight Changes damage: +5% arcane / +6% blight When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 3). Damage (Melee): +4 arcane Burst (radius 2) on crit: +8 arcane / +7 blight 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 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +1 Con Maximum life: +38.00 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 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+4 eff.) Changes resistances: +5% arcane / +19% temporal Changes damage: +8% physical Talent masteries: +0.32 Corruption / Oppression +0.32 Psionic / Nightmare Spell save: +9 (+4 eff.) Mental save: +6 (+3 eff.) Pinning immunity: +28% Knockback immunity: +29% Equilibrium when hit: +0.12 Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 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 1 poison effect. 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. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
![]() schematic: Fiery Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 12 mind Changes stats: +5 Dex / +1 Mag / +3 Cun / +4 Con Changes resistances: +12% fire Changes damage: +5% temporal / +5% light / +5% darkness / +3% mind / +4% physical Talent mastery: +0.18 Spell / Advanced necrotic minions Life regen: +0.50 Stamina each turn: +0.70 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +7% physical Changes resistances penetration: +15% nature / +10% fire Changes damage: +24% fire Stamina each turn: +0.30 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +3% light / +9% lightning Changes damage: +3% lightning Life regen: +0.90 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +13% lightning Stun/Freeze immunity: +23% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Str / +6 Dex / +7 Cun Physical save: +9 (+6 eff.) Mental save: +6 (+3 eff.) Pinning immunity: +20% Teleport immunity: +10% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage (Melee): 30 light Effects on ranged hit: * 15% chance to blind Damage (Ranged): 27 light Rings can have magical properties. |
![]() Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +41 insidious poison / +7 temporal / +10 nature When wielded/worn: Spell save: +6 (+3 eff.) Mana each turn: +0.08 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Massive two-handed swords. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 107.93 physical damage to all targets in line, and inflicting bleeding for another 53.96 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +2 Dex Changes resistances penetration: +15% light Reduced damage from: +20% Summoned Life regen: +0.60 Stamina each turn: +0.60 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes damage: +6% mind Spell save: +9 (+4 eff.) Poison immunity: +10% Silence immunity: +30% Mental crit. chance: +3% A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str A cap made of leather. |
![]() Layuwen (9 def, 2 armour, 18 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +9 (+5 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +2 Dex / +2 Wil / +3 Cun Changes damage: +9% acid Grants telepathy: Humanoid/Orc Talent granted: +1 Block Deflect projectiles away: +6% Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (77 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 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), costing 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, costing 202 power out of 232/400. 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), 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Smoirsc the Cornac Adventurer level 10
25th Dusk 122nd year of Ascendancy at 11:59 see stats
By Smoirsc the Cornac Adventurer level 11
27th Dusk 122nd year of Ascendancy at 05:55 see stats
By Smoirsc the Cornac Adventurer level 13
32nd Dusk 122nd year of Ascendancy at 19:21 see stats
Log
Betessra the slumbering dire wolf performs a melee critical strike against Smoirsc!
Smoirsc shares damage with his oozes!
Smoirsc converts damage to paradox!
Smoirsc hits Betessra the slumbering dire wolf for 5 mind, 5 mind (10 total damage).
Betessra the slumbering dire wolf hits Smoirsc for (5 resist armour), (10 converted), 23 physical, (2 resist armour), 0 nature, (5 resist armour), (1 converted), 1 physical, (5 resist armour), (16 converted), 38 physical, (5 resist armour), (1 converted), 1 physical (64 total damage).
Smoirsc slows down.
Smoirsc shares damage with his oozes!
Smoirsc converts damage to paradox!
Smoirsc receives 16 healing from Attenuate from Smoirsc.
Insidious Poison from Betessra the slumbering dire wolf hits Smoirsc for (2 resist armour), 0 nature (0 total damage).
Deadly Poison from Betessra the slumbering dire wolf hits Smoirsc for (5 resist armour), (1 converted), 3 nature (3 total damage).
Betessra the slumbering dire wolf receives 59 healing.
Attenuate from Smoirsc hits Betessra the slumbering dire wolf for 32 temporal damage.
Smoirsc retunes the fabric of spacetime.
Betessra the slumbering dire wolf hits Bloated ooze for 48 physical damage.
Betessra the slumbering dire wolf killed Bloated ooze!
Talent Attenuate is ready to use.
Smoirsc converts damage to paradox!
Smoirsc receives 16 healing from Attenuate from Smoirsc.
Insidious Poison from Betessra the slumbering dire wolf hits Smoirsc for (2 resist armour), 0 nature (0 total damage).
Deadly Poison from Betessra the slumbering dire wolf hits Smoirsc for (5 resist armour), (3 converted), 6 nature (6 total damage).
The Dreaming One uses Distortion Bolt.
Betessra the slumbering dire wolf receives 59 healing.
Attenuate from Smoirsc hits Betessra the slumbering dire wolf for 27 temporal damage.
Betessra the slumbering dire wolf performs a melee critical strike against Smoirsc!
Poison bursts out of Smoirsc's corpse!
Saving game...