












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Mindslayer |
| Level / Exp | 26 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 26 on the 25th Dearth 122nd year of Ascendancy at 16:15 2 / 5Killed by Mayytta the elven mage at level 26 on the 25th Dearth 122nd year of Ascendancy at 17:06 Killed by Emelubreba the elven cultist at level 26 on the 26th Dearth 122nd year of Ascendancy at 22:25 Killed by Veloriwe the elven blood mage at level 26 on the 27th Dearth 122nd year of Ascendancy at 02:21 Killed by Brainiac at level 26 on the 27th Dearth 122nd year of Ascendancy at 02:25 |
| Antimagic | Follower |
Primary Stats
| Strength | 27 (base 14) |
| Dexterity | 16 (base 10) |
| Constitution | 35 (base 28) |
| Magic | 8 (base 10) |
| Willpower | 76 (base 39) |
| Cunning | 71 (base 49) |
Resources
| Life | 746/746 |
| Psi | 181/191 |
| Healing Factor | 1.3516660017318 |
| Regeneration | 0.33791650043296 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60.000000000001% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 49 |
| Crit Chance | 25% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Blight | +5% |
| Arcane | +6% |
| Cold | +15% |
| All | 0% |
| Darkness | +21% |
| Physical | +3% |
| Fire | +11% |
| Nature | +3% |
Offense: Damage Penetration
| Physical | +5% |
| Fire | +15% |
| Cold | +40% |
Defense: Base
| Armour (hardiness) | 109.69923295441 (85.404685247777%) |
| Defense | 14 |
| Ranged Defense | 21 |
| Fatigue | 15 |
| Physical Save | 36 |
| Spell Save | 46 |
| Mental Save | 61 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 49%( 70%) |
| All | + 8%( 70%) |
| Darkness | + 31%( 70%) |
| Lightning | + 16%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 42%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Bleed Resistance | 60% |
| Confusion Resistance | 10% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 64% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 and magical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Psionic / Projection | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Focus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Charged mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 24. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of squid ink. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed snow giant kidney. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| Psionic focus | Dairotozor the dwarven-steel greatsword (34-55 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 41% chance to reduce all saves and defense by 34 Damage (Melee): +16 mind When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +15 (+5 eff.) Damage when hit (Melee): 2 mind Changes stats: +5 Wil / +3 Cun / +2 Con Changes resistances penetration: +5% physical Massive two-handed swords. |
| On hands | Neronne the hardened leather gloves (0 def, 8 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +8 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): 7 nature / 7 physical Changes stats: +3 Str / +2 Dex Changes resistances: +6% nature / +3% blight Changes damage: +3% nature / +3% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | alchemist's lamp of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+2 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Snowrain the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 9% Changes resistances: +9% fire / +16% cold Changes damage: +9% acid Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Mindpower: +30 (+8 eff.) Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +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. |
| On fingers | Layath the ScaldclamorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +9% mind / +6% fire Changes resistances penetration: +15% fire Changes damage: +6% arcane Disarm immunity: +25% Pinning immunity: +25% Knockback immunity: +24% Maximum life: +29.00 Rings make your fingers look great! |
| On fingers | SleetwolfInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Cun / +6 Dex Changes resistances: +20% acid / +22% fire / +9% cold Changes resistances penetration: +20% cold Changes damage: +10% acid / +11% fire / +9% darkness Rings make your fingers look great! |
| Around neck | Deepsrebel the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +5% arcane / +9% lightning Changes damage: +12% darkness Spell save: +15 (+5 eff.) Disease immunity: +20% Cut immunity: +60% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 330 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Blood-Letter (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Black Mesh (8 def, 2 armour, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Con Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening stralite plate armour of clarity (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Changes resistances: +6% mind Mental save: +28 (+7 eff.) A suit of armour made of metal plates. |
Inventory
mindweaver's gold amulet of dexterity (+3)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex / +2 Wil Mental save: +7 (+2 eff.) Confusion immunity: +14% Mindpower: +6 (+2 eff.) Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of the mystic (36-57 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +6 Wil Spellpower: +10 (+5 eff.) Massive two-handed swords. |
Kindlewolf (38-53 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 20% chance to slow global speed by 62% * 20 arcane resource burn Changes resistances: +6% fire Sharp, long, and deadly. |
pair of hardened leather boots 'Undeathroar' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Damage when hit (Melee): 2 mind Changes resistances: +3% nature Changes damage: +9% nature Critical mult.: +10.00% Maximum psi: +40.00 Infravision radius: +1 A pair of boots made of leather. |
Duatheljustice (0 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +1 Str Changes resistances: +9% darkness / +11% cold Changes damage: +12% darkness Allows you to breathe in: water Only die when reaching: -20.00 life Maximum hate: +6.00 A cap made of leather. |
dwarven-steel plate armour 'Velurithra' (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 10% chance to slow global speed by 62% * 10 arcane resource burn Changes resistances: +6% nature / +3% fire Changes resistances penetration: +10% mind Spell save: +9 (+3 eff.) Life regen: +2.00 Stamina each turn: +0.80 A suit of armour made of metal plates. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
150 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(131 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Xatha'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +5 Dex / +2 Cun Changes damage: +6% blight Blindness immunity: +23% Confusion immunity: +13% Light radius: +9 Infravision radius: +3 See stealth: +7 See invisible: +8 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 7 turns. The radius will increase with your Cunning. 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap 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. |
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) 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. |
This item will automatically be transmogrified when you leave the level.Dagiharagas the elven-wood totem of healing [power 344] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +4 Armour: +4 Changes stats: +4 Str Changes damage: +18% temporal Maximum stamina: +20.00 It can be used to heal yourself and all friendly characters within 10 spaces for 344 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of healing [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 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. |
4 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic!
Completed antimagic training in the Ziguranth camp.By Brainiac the Dwarf Mindslayer level 23
7th Dearth 122nd year of Ascendancy at 07:58 see stats
Bringer of Doom
Killed a Bringer of Doom.By Brainiac the Dwarf Mindslayer level 15
13rd Wealth 122nd year of Ascendancy at 00:06 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Brainiac the Dwarf Mindslayer level 14
34th Profit 122nd year of Ascendancy at 21:28 see stats
Exterminator
Killed 1000 creatures.By Brainiac the Dwarf Mindslayer level 21
29th Wealth 122nd year of Ascendancy at 23:48 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Brainiac the Dwarf Mindslayer level 25
22nd Dearth 122nd year of Ascendancy at 11:41 see stats
Level 10
Got a character to level 10.By Brainiac the Dwarf Mindslayer level 10
31st Voratun 122nd year of Ascendancy at 06:46 see stats
Level 20
Got a character to level 20.By Brainiac the Dwarf Mindslayer level 20
28th Wealth 122nd year of Ascendancy at 23:46 see stats
Size matters
Did over 600 damage in one attack.By Brainiac the Dwarf Mindslayer level 25
22nd Dearth 122nd year of Ascendancy at 03:11 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Brainiac the Dwarf Mindslayer level 5
18th Voratun 122nd year of Ascendancy at 12:28 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Brainiac the Dwarf Mindslayer level 22
1st Dearth 122nd year of Ascendancy at 10:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Brainiac the Dwarf Mindslayer level 21
30th Wealth 122nd year of Ascendancy at 20:05 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Brainiac the Dwarf Mindslayer level 26
27th Dearth 122nd year of Ascendancy at 02:25 see stats
Log
Elven tempest is constricted!
Thunderstorm hits Brainiac for (6 to psi shield), (10 blocked), 0 lightning (0 total damage).
Veloriwe the elven blood mage casts Rune: Stormshield.
Veloriwe the elven blood mage summons a storm to protect them!
Elven tempest misses Brainiac.
Brainiac uses Telekinetic Smash.
Brainiac's Beyond the Flesh hits Shadow for 171 physical damage.
Decrepitude Disease from Elven cultist hits Brainiac for (7 to psi shield), (11 blocked), 0 blight (0 total damage).
Brainiac's Beyond the Flesh killed Shadow!
Brainiac performs a melee critical strike against Elven tempest!
Elven tempest vanishes from sight.
Elven tempest deactivates Secrets of the Eternals.
Veloriwe the elven blood mage casts Blood Grasp.
Brainiac deflects the projectile from Veloriwe the elven blood mage but fumbles!
Brainiac hits Elven tempest for 395 cold, 290 physical (686 total damage).
Brainiac killed Elven tempest!
Veloriwe the elven blood mage receives 3 healing from Veloriwe the elven blood mage's Blood Grasp.
Veloriwe the elven blood mage's Blood Grasp hits Brainiac for (12 to psi shield), 18 blight (18 total damage).
Brainiac the level 26 dwarf mindslayer was fouled to death by Veloriwe the elven blood mage on level 5 of Dark crypt.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Veloriwe the elven blood mage's Blood Grasp killed Brainiac!
Saving game...
Brainiac activates Beyond the Flesh.
Brainiac activates Skate.
Saving done.
Personal New Achievement: Utterly Destroyed!


































































































