Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Mindslayer |
| Level / Exp | 19 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Burb the snow giant champion at level 19 on the 75th Pyre 123rd year of Ascendancy at 12:29 / 1 |
Primary Stats
| Strength | 47.851727990792 (base 11) |
| Dexterity | 33.782217535783 (base 10) |
| Constitution | 53 (base 40) |
| Magic | 8 (base 10) |
| Willpower | 57 (base 33) |
| Cunning | 50 (base 25) |
Resources
| Life | -52/487 |
| Psi | 64/97 |
| Healing Factor | 1.4 |
| Regeneration | 3.15 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 24 |
| Crit Chance | 25% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.633333333333 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Nature | +25% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Cold | +9% |
Defense: Base
| Armour (hardiness) | 50 (30%) |
| Defense | 22.161888068762 |
| Ranged Defense | 22.161888068762 |
| Fatigue | 14 |
| Physical Save | 30.649052398389 |
| Spell Save | 30.875 |
| Mental Save | 39.725 |
Defense: Resistances
| Light | + 40%( 70%) |
| Blight | + 39%( 70%) |
| All | + 15%( 70%) |
| Cold | + 70%( 70%) |
| Nature | + 49%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 233 life. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 677% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Mental discipline | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Charged Shield |
| talent | Beyond the Flesh |
| beneficial effect | Increases run speed by 20%. Quick |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +4. | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Willpower by +2. | done |
You failed to protect the lost warrior from death by white wolf. Escort: lost warrior (level 4 of Old Forest) | failed |
You failed to protect the temporal explorer from death by skeleton archer. Escort: temporal explorer (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Cunning by +2. | 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 huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
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's current energy level is: 2. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of focus. | active |
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 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 within4 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
| Psionic focus | glacial dwarven-steel greatmaul of ruin (41.5-62.25 power, 2 apr) glacial dwarven-steel greatmaul of ruin (41.5-62.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 Base power: 41.5 - 62.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Damage conversion: 36% ice When wielded/worn: Armour penetration: +8 Physical crit. chance: +9.0% Armour: +10 Changes resistances penetration: +9% cold Critical mult.: +12.00% Massive two-handed maul. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed iron helm of trickery (0 def, 3 armour) bladed iron helm of trickery (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Changes stats: +3 Str / +2 Dex / +2 Cun Damage when the wearer is hit: 6 physical 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 112.06 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. 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) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Tool | 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 Sleep immunity: +100% Mindpower: +5 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: 7.0 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 10 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 21% 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. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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. |
| On fingers | warrior's gold ring of blinding strikes warrior's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +10 Changes stats: +5 Str Damage when the wearer hits(melee): 3 physical / 3 blinding / 6 lightning Damage when the wearer is hit: 7 physical / 5 blinding / 7 lightning Rings can have magical properties. |
| Around neck | Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con It can be used to activate talent Juggernaut (costing 30 power out of 56/60) : Effective talent level: 2.0 Power cost: 30 out of 56/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 50% chance to shatter magical shields Damage when this weapon hits: +20 nature When wielded/worn: Changes damage: +25% nature Spell save: +15 This large steel greatmaul has thick vines wrapped around the handle. |
| On hands | iron gauntlets of regeneration (0 def, 1 armour) iron gauntlets of regeneration (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.40 Psi each turn: +0.10 Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] 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. |
| Cloak | resilient linen cloak of mindcraft (1 def, 0 armour) resilient linen cloak of mindcraft (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +3 Cun / +3 Wil Maximum life: +33.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
sun infusion of the psychic (rad 6; power 88; turns 5; dispells darkness) sun infusion of the psychic (rad 6; power 88; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 44). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 88) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. lightning rune of the psychic (213 lightning damage)lightning rune of the psychic (213 lightning damage) 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: 5.0 Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 70.87 to 212.60 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. 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. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 10; dur 15; see demon)vision rune (radius 10; dur 15; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 10) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any demon around. 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. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
This item will automatically be transmogrified when you leave the level. serendipitous gold amuletserendipitous gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +9 Defense: +7 Changes stats: +8 Lck Amulets can have magical properties. |
Emelekira EmelekiraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Spell save: +3 Mental save: +12 Poison immunity: +10% Rings can have magical properties. |
Mayimirin MayimirinInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when the wearer is hit: 4 temporal Changes resistances: +9% blight Mental save: +10 Confusion immunity: +25% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold ringgold ring 0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Fatigue: -4% Maximum encumbrance: +21 Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. rogue's gold ring of blinding strikesrogue's gold ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 Changes stats: +4 Cun Damage when the wearer hits(melee): 4 physical / 8 blinding / 4 lightning Damage when the wearer is hit: 3 physical / 7 blinding / 5 lightning Rings can have magical properties. |
Huryyon the dwarven-steel battleaxe (33.5-50.25 power, 2 apr) Huryyon the dwarven-steel battleaxe (33.5-50.25 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +9 nature / +10 temporal When wielded/worn: Armour penetration: +1 Changes stats: +2 Dex / +2 Con Damage when the wearer is hit: 4 physical Massive two-handed battleaxes. |
thunderous dwarven-steel battleaxe (28.5-42.75 power, 2 apr) thunderous dwarven-steel battleaxe (28.5-42.75 power, 2 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage conversion: 40% lightning When wielded/worn: Changes stats: +2 Str / +2 Dex / +3 Mag / +2 Wil / +2 Cun / +3 Con Changes resistances penetration: +6% lightning Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. steel dagger (11-14.3 power, 6 apr)steel dagger (11-14.3 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel greatsword of projection (39.5-63.2 power, 2 apr)acidic dwarven-steel greatsword of projection (39.5-63.2 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +8 mind / +6 acid It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of firemighty hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage when this weapon hits(ranged): +10 fire When wielded/worn: Physical power: +7 Changes stats: +3 Str Changes damage: +10% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. yew magestaff of projection (20-24 power, 4 apr, cold damage)yew magestaff of projection (20-24 power, 4 apr, cold damage) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +11 Spell crit. chance: +6% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of erosion (20-28 power, 4 apr)dwarven-steel waraxe of erosion (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +7 nature / +9 temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Focus Whip (19-20.9 power, 7 apr)Focus Whip (19-20.9 power, 7 apr) Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 70% Dex, 10% Cun Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 Mental crit. chance: +3% It can be used to strike all targets in a line, costing 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
rough leather belt 'Belalramina' rough leather belt 'Belalramina'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +4 Physical crit. chance: +1.0% Changes resistances: +5% cold / +7% fire Stun/Freeze immunity: +15% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. spiritwalker's hardened leather beltspiritwalker's hardened leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.28 Maximum mana: +26.00 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. resilient cashmere cloak of protection (2 def, 0 armour)resilient cashmere cloak of protection (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Spell save: +8 Mental save: +5 Maximum life: +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +1 Wil / +1 Mag Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of nature (+18%) (2 def, 0 armour)mindwoven cashmere robe of nature (+18%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% nature Changes damage: +12% nature Mental save: +22 Mindpower: +2 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Layulramitira (0 def, 1 armour) Layulramitira (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% cold / +6% fire Physical save: +3 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
This item will automatically be transmogrified when you leave the level. hardened leather gloves of magic (+3) (0 def, 2 armour)hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +4% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Manudas the Dawnworth (0 def, 3 armour) Manudas the Dawnworth (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% temporal / +6% lightning / +3% light Changes damage: +3% light Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour of implacability (2 def, 11 armour)enlightening steel mail armour of implacability (2 def, 11 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +10% Changes stats: +4 Cun / +5 Wil Physical save: +6 Mental save: +13 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour)prismatic dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes resistances: +15% cold / +10% darkness / +12% light A suit of armour made of mail. |
enlightening rough leather armour of the deep (1 def, 3 armour) enlightening rough leather armour of the deep (1 def, 3 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 Defense: +1 Fatigue: +6% Changes stats: +4 Cun / +3 Wil Changes resistances: +5% cold / +6% acid Allows you to breathe in: water Mental save: +11 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced dwarven-steel shield of reflection (8 def, 6 armour, 122.5 block)reinforced dwarven-steel shield of reflection (8 def, 6 armour, 122.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +6 Defense: +8 Ranged Defense: +8 Fatigue: +12% Changes resistances: +11% darkness / +13% light Talent granted: +3 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. shocking steel shield (6 def, 2 armour, 40.5 block)shocking steel shield (6 def, 2 armour, 40.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer hits(melee): 6 lightning Damage when the wearer is hit: 12 lightning Talent granted: +2 Block Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows of corruption (12/12, 35-49 power, 10 apr)quiver of yew arrows of corruption (12/12, 35-49 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 35.0 - 49.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 12 Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits(ranged): +7 darkness / +5 blight Arrows are used with bows to pierce your foes to death. |
58 alchemist agate 58 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. |
aquamarine 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 Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 emerald 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 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 old Sher'tul places of power, any items dropped inside is 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. |
Magmawilder the iron torque of kinetic psionic shield [power 33] (17/25 cooldown) Magmawilder the iron torque of kinetic psionic shield [power 33] (17/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 4 fire Changes resistances: +3% blight It can be used to setup a psionic shield, reducing all physical and acid damage by 33 for 6 turns, placing all other charms into a 25 cooldown. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. supercharged ash wand of firewall [power 153] (17/9 cooldown)supercharged ash wand of firewall [power 153] (17/9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting for 4 turns (dam 153 overall), placing all other charms into a 9 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Blendtech the Thalore Mindslayer level 18
43rd Regrowth 123rd year of Ascendancy at 03:59 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Blendtech the Thalore Mindslayer level 14
24th Haze 122nd year of Ascendancy at 02:52 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Blendtech the Thalore Mindslayer level 16
2nd Allure 123rd year of Ascendancy at 21:35 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Blendtech the Thalore Mindslayer level 19
73rd Pyre 123rd year of Ascendancy at 10:38 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Blendtech the Thalore Mindslayer level 18
43rd Regrowth 123rd year of Ascendancy at 03:59 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Blendtech the Thalore Mindslayer level 19
41st Pyre 123rd year of Ascendancy at 05:12 see stats
Level 10 (Roguelike)
Got a character to level 10.By Blendtech the Thalore Mindslayer level 10
17th Dusk 122nd year of Ascendancy at 16:36 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Blendtech the Thalore Mindslayer level 14
54th Haze 122nd year of Ascendancy at 15:31 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Blendtech the Thalore Mindslayer level 12
23rd Dusk 122nd year of Ascendancy at 18:48 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Blendtech the Thalore Mindslayer level 14
1st Decay 122nd year of Ascendancy at 14:47 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Blendtech the Thalore Mindslayer level 18
65th Regrowth 123rd year of Ascendancy at 18:24 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Blendtech the Thalore Mindslayer level 18
10th Regrowth 123rd year of Ascendancy at 20:49 see stats
Log
Insidious Poison from Burb the snow giant champion hits Blendtech for (23 to psi shield), 5 nature (5 total damage).
Blendtech hits Burb the snow giant champion for 3 physical, 2 lightning (5 total damage).
Burb the snow giant champion hits Blendtech for (28 to psi shield), 8 physical, 16 cold (24 total damage).
Blendtech is no longer poisoned.
Burb the snow giant champion uses Throw Boulder.
Blendtech is knocked back!
Burb the snow giant champion hits Blendtech for (41 to psi shield), 138 physical (138 total damage).
A shield forms around Blendtech.
A barrier bursts from the leather jacket!
Blendtech is moving less freely.
Blendtech uses Quick as Thought.
Blendtech speeds up.
Burb the snow giant champion casts Freeze.
Blendtech resists!
Burb the snow giant champion hits Blendtech for (167 absorbed), 0 cold (0 total damage).
Blendtech's skin returns to normal.
Blendtech is not stunned anymore.
Talent Frenzied Psifighting is ready to use.
Talent Telekinetic Grasp is ready to use.
Talent Dig is ready to use.
Talent Telekinetic Leap is ready to use.
The shield around Blendtech crumbles.
Talent Infusion: Wild is ready to use.
Burb the snow giant champion uses Throw Boulder.
Saving game...
