Character
Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Solipsist |
Level / Exp | 32 / 90% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 29 on the 22nd Pyre 123rd year of Ascendancy at 15:19 3 / 3Killed by skeleton warrior at level 29 on the 22nd Pyre 123rd year of Ascendancy at 17:12 Killed by Dream at level 32 on the 35th Pyre 123rd year of Ascendancy at 08:17 |
Antimagic | Follower |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 29 (base 29) |
Magic | 12 (base 10) |
Willpower | 78 (base 60) |
Cunning | 65 (base 49) |
Resources
Life | 270/270 |
Equilibrium | 0 |
Psi | 755/755 |
Psi_feedback | 0/120 |
Healing Factor | 1.5 |
Regeneration | 3.675 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +136.2% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 4 |
Offense: Mainhand
Damage | 12 |
Accuracy | 48 |
Crit Chance | 23% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 48 |
Crit Chance | 21% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 63.4 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Blight | +4% |
Physical | +5% |
Mind | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 23 |
Ranged Defense | 23.5 |
Fatigue | 0 |
Physical Save | 29.0245 |
Spell Save | 34.653375 |
Mental Save | 43.291666666667 |
Defense: Resistances
Blight | + 20%( 70%) |
Cold | + 40%( 70%) |
All | 0%( 70%) |
Darkness | + 4%( 74%) |
Light | + 43%( 70%) |
Mind | + 31%( 70%) |
Lightning | 0%( 70%) |
Fire | + 11%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Confusion Resistance | 25% |
Inscriptions (5/5)
Infusion | Effective talent level: 1.0 HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 135 life. Its effects scale with your Constitution stat. |
Infusion | Effective talent level: 1.0 MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 827% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 21% for 6 turns. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Solipsism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Nightmare | 1.50 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/10 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Dreaming | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
beneficial effect | Mayhem and destruction seem to follow you. Level 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+36% global speed). Clarity |
beneficial effect | A shroud of darkness seems to fall across your path. Level 1 Curse of Shrouds 1Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Level 1: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Level 2 Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | There is no gravity here, you float in the air. Movement three times as slow, any melee or archery blows have a chance to knockback. Maximum encumberance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 failed to protect the lone alchemist from death by degenerated skeleton warrior. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell. Escort: lost anorithil (level 3 of Dreadfell)As a reward you improved Willpower by +2. | done |
You failed to protect the lost sun paladin from death by orc cryomancer. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 Dragon. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. Melinda decided to come live with you in your Fortress. | 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 the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 upgraded your rod of recall to transport you to the fortress. You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal. The fortress's current energy level is: 254. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
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 vial of elder vampire blood. * You've found the needed storm wyrm claw. * You've found the needed bear paw. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. * You've found the needed naga tongue. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. * You've found the needed honey tree root. | 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! | 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 |
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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots of evasion (6 def, 1 armour) pair of rough leather boots of evasion (6 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +6 Fatigue: +1% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they come, granting you a 35% chance to completely evade them for 12 turns. Duration increases with Willpower, and chance to evade with Cunning and Dexterity. A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. 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, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Aletta's Diadem (0 def, 0 armour) (Madness) Aletta's Diadem (0 def, 0 armour) (Madness)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage when the wearer is hit: 12 mind Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.9 Power cost: 8 out of 10/10. Range: 7.00 Travel Speed: instantaneous Description: Inflicts 188.58 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | restful hardened leather gloves of dexterity (+4) (0 def, 2 armour) restful hardened leather gloves of dexterity (+4) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 Armour: +2 Changes stats: +4 Dex Life regen: +0.90 Stamina each turn: +0.90 Maximum stamina: +12.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 | mule's stralite ring of perseverance mule's stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Maximum encumberance: +25 Stun/Freeze immunity: +31% Life regen: +0.80 Rings can have magical properties. |
On fingers | solipsist's stralite ring of mental power solipsist's stralite ring of mental powerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +19 Rings can have magical properties. |
Around neck | clarifying stralite amulet of the fish clarifying stralite amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% mind / +20% cold Allows you to breathe in: water Confusion immunity: +25% Amulets can have magical properties. |
In main hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) (Shrouds) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Shrouds)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +0.50 Mindpower: +12 Mental crit. chance: +8% Healing mod.: +10% Curse of Shrouds It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 46 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with calm and refreshes your body. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Psionic Fury (12-13.2 power, 25 apr, mind damage) (Corpses) Psionic Fury (12-13.2 power, 25 apr, mind damage) (Corpses)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 Mental crit. chance: +8% Curse of Corpses It can be used to release a wave of psionic power, costing 40 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Cloak | enveloping cashmere cloak of fog (15 def, 0 armour) (Corpses) enveloping cashmere cloak of fog (15 def, 0 armour) (Corpses)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 Changes resistances: +11% fire / +13% light Stealth bonus: +7 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | slimy cashmere robe of clarity (2 def, 0 armour) (Misfortune) slimy cashmere robe of clarity (2 def, 0 armour) (Misfortune)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer is hit: 6 slime Mental save: +20 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of the Rift (462.00 temporal damage, removed from time 4 turns) Rune of the Rift (462.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Inflicts 462.00 temporal damage. If your target survives it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +19% lightning Stun/Freeze immunity: +25% Amulets can have magical properties. |
wanderer's stralite amulet of vision wanderer's stralite amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +6 Cun / +4 Con Blindness immunity: +21% Infravision radius: +2 See invisible: +9 Amulets can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 39 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
psionicist's steel ring of lightning (+24%) psionicist's steel ring of lightning (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Mental save: +6 Rings can have magical properties. |
psionicist's stralite ring of time (+13%) psionicist's stralite ring of time (+13%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Changes resistances: +13% temporal Changes damage: +13% temporal Mental save: +12 Rings can have magical properties. |
solipsist's gold ring of pilfering solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +3 Changes stats: +5 Cun / +4 Wil Mindpower: +7 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
titan's stralite ring of fire (+28%) titan's stralite ring of fire (+28%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +28% fire Changes damage: +14% fire Physical save: +8 Rings can have magical properties. |
wizard's steel ring of darkness (+24%) wizard's steel ring of darkness (+24%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. insulating hardened leather belt of recklessnessinsulating hardened leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Changes resistances: +8% fire / +11% cold Critical mult.: +9.00% A belt that goes around your waist. |
131 alchemist agate 131 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. |
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. |
Rod of Recall (1/1) 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, costing 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 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. |
supercharged stralite torque of psychoportation [power 60] (37/37 cooldown) supercharged stralite torque of psychoportation [power 60] (37/37 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to teleport randomly (rad 60), placing all other charms into a 37 cooldown. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Filthqueller' [power 6] (37/31 cooldown) voratun torque of clear mind 'Filthqueller' [power 6] (37/31 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 6 nature Damage when the wearer is hit: 8 nature Changes damage: +6% nature It can be used to absorbs and nullifies at most 6 detrimental mental status effects in the next 6 turns, placing all other charms into a 31 cooldown. Torques are made by powerful psionics to store psionic powers. |
Glarewar of cure illness [power 3] (37/20 cooldown) Glarewar of cure illness [power 3] (37/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when the wearer is hit: 12 temporal Changes resistances: +9% temporal Changes damage: +12% light It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. quick elven-wood totem of cure illness [power 2] (37/14 cooldown)quick elven-wood totem of cure illness [power 2] (37/14 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to removes up to 2 diseases from the target, placing all other charms into a 14 cooldown. Natural totems are made by powerful wilders to store nature power. |
tentacled elven-wood totem of cure illness [power 3] (37/20 cooldown) tentacled elven-wood totem of cure illness [power 3] (37/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to removes up to 3 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
11 quartz 11 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Dream the Cornac Solipsist level 32
34th Pyre 123rd year of Ascendancy at 17:39 see stats
By Dream the Cornac Solipsist level 32
27th Pyre 123rd year of Ascendancy at 23:49 see stats
By Dream the Cornac Solipsist level 19
26th Haze 122nd year of Ascendancy at 09:20 see stats
By Dream the Cornac Solipsist level 20
40th Haze 122nd year of Ascendancy at 22:25 see stats
By Dream the Cornac Solipsist level 19
32nd Haze 122nd year of Ascendancy at 05:54 see stats
By Dream the Cornac Solipsist level 26
60th Regrowth 123rd year of Ascendancy at 22:33 see stats
By Dream the Cornac Solipsist level 20
34th Haze 122nd year of Ascendancy at 01:43 see stats
By Dream the Cornac Solipsist level 10
9th Mirth 122nd year of Ascendancy at 18:12 see stats
By Dream the Cornac Solipsist level 20
34th Haze 122nd year of Ascendancy at 01:01 see stats
By Dream the Cornac Solipsist level 30
24th Pyre 123rd year of Ascendancy at 02:40 see stats
By Dream the Cornac Solipsist level 11
7th Dusk 122nd year of Ascendancy at 12:26 see stats
By Dream the Cornac Solipsist level 25
15th Regrowth 123rd year of Ascendancy at 06:00 see stats
By Dream the Cornac Solipsist level 9
4th Mirth 122nd year of Ascendancy at 17:18 see stats
By Dream the Cornac Solipsist level 25
41st Regrowth 123rd year of Ascendancy at 17:46 see stats
By Dream the Cornac Solipsist level 11
20th Dusk 122nd year of Ascendancy at 14:22 see stats
By Dream the Cornac Solipsist level 25
41st Regrowth 123rd year of Ascendancy at 07:04 see stats
By Dream the Cornac Solipsist level 29
23rd Pyre 123rd year of Ascendancy at 02:01 see stats
By Dream the Cornac Solipsist level 19
5th Haze 122nd year of Ascendancy at 12:01 see stats
By Dream the Cornac Solipsist level 31
27th Pyre 123rd year of Ascendancy at 14:05 see stats
Log
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Today is the 77th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Today is the 78th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Your rod of recall shakes, a portal appears beneath you.
Today is the 79th Dusk of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Your rod of recall shakes, a portal appears beneath you.