Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 20 / 80% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 11 (base 10) |
Magic | 10 (base 10) |
Willpower | 60 (base 48) |
Cunning | 51 (base 41) |
Resources
Life | 457/457 |
Hate | 33/100 |
Equilibrium | 48 |
Healing Factor | 0.95663775766012 |
Regeneration | 0.71747831824509 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 46 |
Accuracy | 37 |
Crit Chance | 17% |
APR | 47 |
Speed | 1.00 |
Offense: Offhand
Damage | 43 |
Accuracy | 37 |
Crit Chance | 16% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Lightning | +2% |
Darkness | +35% |
Physical | +3% |
Mind | +30% |
All | 0% |
Offense: Damage Penetration
Cold | +25% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 9 |
Physical Save | 16 |
Spell Save | 26 |
Mental Save | 41 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 5%( 70%) |
Arcane | + 10%( 70%) |
Mind | + 24%( 70%) |
All | + 5%( 70%) |
Darkness | + 8%( 70%) |
Light | + 14%( 70%) |
Temporal | + 11%( 70%) |
Lightning | + 5%( 70%) |
Fire | + 22%( 70%) |
Nature | + 5%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 50% |
Fear Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 485% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Fears | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gestures | 1.46 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Deflection |
talent | Psiblades |
talent | Gesture of Pain |
talent | Antimagic Shield |
beneficial effect | Guarding against melee damage: Will dismiss up to 15 damage from the next 1.3 attack(s) with a 6% chance to counterattack. Guarded |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Psiblades (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 36. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed length of troll intestine. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed hummerhorn wing. * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within2 lumberjacks have died. | 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 | Zedan the Galewill (0 def, 4 armour) Zedan the Galewill (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 6 lightning / 4 arcane Changes stats: +3 Cun / +4 Dex Maximum psi: +50.00 Mental crit. chance: +8% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 84% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Cobratreason the brass lantern Cobratreason the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind / 2 nature Changes stats: +1 Wil Changes damage: +3% mind Hate when firing a critical mind attack: +4.00 Maximum life: +40.00 Mindpower: +10 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Noontaint (1 def, 0 armour) Noontaint (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% light Changes damage: +3% lightning / +6% darkness Psi each turn: +0.11 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Light radius: +1 A pointy cloth hat, very wizardly... |
On hands | rough leather gloves 'Deepsorder' (0 def, 7 armour) rough leather gloves 'Deepsorder' (0 def, 7 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 10% chance to reduce damage dealt by 31% Damage (Melee): 6 physical Changes resistances: +3% darkness Changes damage: +4% physical Maximum psi: +40.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +2% 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. |
Tool | dwarven-steel torque of mindblast [power 230] (15 cooldown) dwarven-steel torque of mindblast [power 230] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 301 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Belomira BelomiraInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +4 Defense: +20 (+10 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +20% acid Changes damage: +10% acid / +3% mind Rings make your fingers look great! |
On fingers | psionicist's gold ring psionicist's gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
Around neck | clarifying copper amulet of mastery (0.16 Cursed / Gestures) clarifying copper amulet of mastery (0.16 Cursed / Gestures)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Talent mastery: +0.16 Cursed / Gestures Confusion immunity: +22% Amulets make your neck look great! |
In main hand | Neroriatha the Hellspain (17-19 power, 46 apr, mind damage) Neroriatha the Hellspain (17-19 power, 46 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 70% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +46 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Damage (radius 1) on hit: +12 acid When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Damage when hit (Melee): 2 acid Changes resistances: +18% fire Changes damage: +16% mind Talent granted: +1 Attune Mindstar Physical save: +8 (+6 eff.) Spell save: +9 (+5 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +1.70 Psi when firing a critical mind attack: +5.00 Mindpower: +21 (+5 eff.) Mental crit. chance: +12% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenRequires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | gifted pulsing mindstar of life (13-14 power, 37 apr, mind damage) gifted pulsing mindstar of life (13-14 power, 37 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 70% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +37 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +21.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Haillord the cashmere cloak (2 def, 0 armour) Haillord the cashmere cloak (2 def, 0 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 39 Damage when hit (Melee): 6 mind / 8 cold Changes resistances penetration: +25% cold Changes damage: +9% mind / +21% darkness Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Dimblood (3 def, 2 armour) Dimblood (3 def, 2 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +9% mind / +6% temporal / +5% arcane / +3% light Changes damage: +9% darkness Mental save: +11 (+4 eff.) A suit of armour made of leather. |
Inventory
healing infusion (heal 43; cd 13) healing infusion (heal 43; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 43 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion (heal 42; cd 14) healing infusion (heal 42; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease 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 nature talent. |
regeneration infusion (heal 176; 12 cd) regeneration infusion (heal 176; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 176 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 nature talent. |
regeneration infusion of the titan (heal 115; 17 cd) regeneration infusion of the titan (heal 115; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 115 life over 5 turns. Its effects scale with your Constitution 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 nature talent. |
wild infusion (res 16%; mental; dur 3; cd 15) wild infusion (res 16%; mental; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 26%; physical; dur 2; cd 15) wild infusion of the sneak (res 26%; physical; dur 2; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 nature talent. |
wild infusion of the warrior (res 17%; magical; dur 4; cd 13) wild infusion of the warrior (res 17%; magical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
cleansing steel amulet of cunning (+3) cleansing steel amulet of cunning (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +14% nature / +11% blight Poison immunity: +23% Disease immunity: +23% Amulets make your neck look great! |
warrior's steel amulet warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.40 Amulets make your neck look great! |
rogue's steel ring of sensing rogue's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Blindness immunity: +24% Infravision radius: +3 See stealth: +9 See invisible: +7 Rings make your fingers look great! |
rogue's stralite ring of nature (+26%) rogue's stralite ring of nature (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +26% nature Changes damage: +13% nature Rings make your fingers look great! |
savior's copper ring of lightning (+22%) savior's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +8 (+6 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
Dawnraider DawnraiderInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +5% lightning / +8% temporal / +12% fire Changes damage: +6% light Maximum mana: +80.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Falirominaritir the Oakwell Falirominaritir the OakwellInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +8 Wil / +2 Cun / +6 Con Mental save: +8 (+3 eff.) Maximum life: +63.00 Maximum psi: +30.00 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
cleansing rough leather belt cleansing rough leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% acid / +6% blight A belt that goes around your waist. |
Bethorema the Furnacevein (1 def, 0 armour) Bethorema the Furnacevein (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes damage: +12% fire Hate when firing a critical mind attack: +5.00 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethynor the cashmere cloak (2 def, 7 armour) Bethynor the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +3 Str Changes resistances: +16% cold Mental save: +9 (+3 eff.) Disease immunity: +20% Maximum life: +40.00 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Hettodokalthodir' (2 def, 0 armour) cashmere cloak 'Hettodokalthodir' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+7 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +12% nature Critical mult.: +18.00% Stealth bonus: +8 Equilibrium when hit: +0.08 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe of life (0 def, 0 armour) silk robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +5% blight / +13% all Life regen: +1.50 Maximum life: +54.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mind (+10%) (0 def, 0 armour) woollen robe of the mind (+10%) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% mind / +9% all Changes damage: +10% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aryrorek the Glintzephyr (0 def, 1 armour) Aryrorek the Glintzephyr (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% light Spell save: +3 (+2 eff.) Confusion immunity: +10% Life regen: +6.00 Healing mod.: +11% A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +20 Physical save: +6 (+5 eff.) Stamina each turn: +0.40 Maximum stamina: +14.00 A pair of boots made of leather. |
scouring drakeskin leather gloves (0 def, 3 armour) scouring drakeskin leather gloves (0 def, 3 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects when hit in melee: * 15 arcane resource burn Spell save: +10 (+5 eff.) 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. |
Blazeenvy the linen wizard hat (1 def, 0 armour) Blazeenvy the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances penetration: +15% mind Changes damage: +3% mind Mental save: +12 (+4 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Light radius: +1 A pointy cloth hat, very wizardly... |
Emelibreta the rough leather cap (10 def, 5 armour) Emelibreta the rough leather cap (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +6 Str / +4 Dex Physical save: +3 (+3 eff.) Stamina each turn: +1.00 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 21.5 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel pickaxe 'Yarogrim' (dig speed 30 turns) dwarven-steel pickaxe 'Yarogrim' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +5 Str / +1 Con Changes resistances: +12% light / +3% darkness Mental save: +9 (+3 eff.) Cut immunity: +20% Pinning immunity: +10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gletta the Healspiker Gletta the HealspikerCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 68% Changes stats: +1 Wil Critical mult.: +15.00% Mana when firing critical spell: +2.00 Spell crit. chance: +1% Light radius: +6 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. |
Summertide Phial 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.(117 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 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 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) 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. |
piercing dwarven-steel torque of gale force [power 245] (15 cooldown) piercing dwarven-steel torque of gale force [power 245] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 254 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of psionic shield [power 53] (25 cooldown) soothing steel torque of psionic shield [power 53] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 60. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Finst the Cornac Doomed level 16
48th Dusk 122nd year of Ascendancy at 21:13 see stats
By Finst the Cornac Doomed level 16
55th Dusk 122nd year of Ascendancy at 18:25 see stats
By Finst the Cornac Doomed level 19
67th Dusk 122nd year of Ascendancy at 08:29 see stats
By Finst the Cornac Doomed level 10
1st Flare 122nd year of Ascendancy at 12:18 see stats
By Finst the Cornac Doomed level 20
9th Haze 122nd year of Ascendancy at 15:45 see stats
By Finst the Cornac Doomed level 19
1st Haze 122nd year of Ascendancy at 23:54 see stats
By Finst the Cornac Doomed level 17
64th Dusk 122nd year of Ascendancy at 11:38 see stats
By Finst the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 09:41 see stats
By Finst the Cornac Doomed level 9
2nd Summertide 122nd year of Ascendancy at 03:14 see stats
By Finst the Cornac Doomed level 20
13rd Haze 122nd year of Ascendancy at 14:19 see stats
Log
Ran for 16 turns (stop reason: interesting terrain).
There is a teleportation circle to the surface here (press '' or right click to use).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel waraxe of massacre (28-39 power, 4 apr).
You gain 2.16 gold from the transmogrification of gifted thorny mindstar of resolve (8-9 power, 24 apr, mind damage).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel mace of massacre (33-46 power, 4 apr).
You gain 5.86 gold from the transmogrification of warbringer's dwarven-steel battleaxe (31-47 power, 2 apr).
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 14th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:03.
Today is the 15th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:18.
Today is the 16th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:45.
Today is the 17th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:00.
Today is the 18th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
There is a A mysterious hole in the beach here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
Saving game...
Saving done.
Lore found: song of the sands
You can read all your collected lore in the game menu, by pressing Escape.