Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Doomed |
| Level / Exp | 14 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 14 on the 66th Dusk 122nd year of Ascendancy at 08:16 / 1 |
Primary Stats
| Strength | 36 (base 18) |
| Dexterity | 25 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 33 (base 21) |
| Cunning | 43 (base 36) |
Resources
| Life | -36/229 |
| Mana | 118/293 |
| Hate | 100/100 |
| Healing Factor | 1.1 |
| Regeneration | 1.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 14 |
| Accuracy | 28 |
| Crit Chance | 19% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 13 |
| Accuracy | 28 |
| Crit Chance | 23% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 20.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37.15 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Light | +12% |
| Temporal | +11% |
| Mind | +19% |
| Arcane | +12% |
| Cold | +16% |
| All | +8% |
Offense: Damage Penetration
| Darkness | +5% |
| Cold | +5% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 33.2 (56.923076923077%) |
| Defense | 27.125 |
| Ranged Defense | 27.125 |
| Fatigue | 0 |
| Physical Save | 27.673494473217 |
| Spell Save | 28.048494473217 |
| Mental Save | 29.175 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 8%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 5%( 70%) |
| Fire | + 20%( 70%) |
| Mind | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 42% |
| Fear Resistance | 50% |
| Knockback Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: InvisibilityUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 12) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 821% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 562 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Deflection |
| talent | Call Shadows |
| talent | Gesture of Pain |
| talent | Chant of Fortitude |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | Recurring Madness is feeding from Ce'Nevea the brown bear. Feeding |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within14 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of iron boots (0 def, 3 armour) scholar's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +5 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 | Fogwarden (0 def, 4 armour) Fogwarden (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +14 Str / +13 Dex / +5 Wil Damage when the wearer hits(melee): 4 darkness Damage when the wearer is hit: 8 temporal Changes resistances: +8% blight Changes resistances penetration: +5% darkness / +5% temporal Changes damage: +6% darkness / +3% temporal Mental save: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | radiant rough leather gloves of magic (+2) (0 def, 1 armour) radiant rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Damage when the wearer hits(melee): 6 light Changes resistances: +5% light Changes damage: +4% arcane / +4% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | tentacled ash totem of cure illness [power 2] (20 cooldown) tentacled ash totem of cure illness [power 2] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 diseases from the target, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Rings can have magical properties. |
| On fingers | mule's copper ring of the mind (+11%) mule's copper ring of the mind (+11%)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +11% mind Changes damage: +11% mind Maximum encumbrance: +22 Rings can have magical properties. |
| Around neck | 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. |
| In main hand | vined mindstar 'Baliharadig' (7-7.7 power, 18 apr, mind damage) (Madness) vined mindstar 'Baliharadig' (7-7.7 power, 18 apr, mind damage) (Madness)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 7.0 - 7.7 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage against: +10% Animal When wielded/worn: Accuracy: +6 Armour: +7 Damage when the wearer is hit: 6 ice Changes resistances: +1% physical / +5% cold Changes resistances penetration: +5% cold Changes damage: +8% cold Physical save: +3 Spell save: +2 Mental save: +2 Life regen: +0.50 Equilibrium when hit: +0.70 Maximum life: +10.00 Mindpower: +2 Mental crit. chance: +2% Curse of Madness 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 | Samyziladas the rough leather belt Samyziladas the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 Changes stats: +1 Mag Changes resistances: +6% acid Stealth bonus: +6 Vim when firing critical spell: +2.00 Spell crit. chance: +1% Resist all after a teleport: +2% A belt that goes around your waist. |
| In off hand | Bloomsoul (8-8.8 power, 13 apr, nature damage) (Madness) Bloomsoul (8-8.8 power, 13 apr, nature damage) (Madness)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades 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 Madness It can be used to activate talent Bloom Heal (costing 60 power out of 26/60) : Effective talent level: 1.0 Power cost: 60 out of 26/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 24 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 a sense of calm and refreshes your body. |
| Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Changes stats: +2 Cun / +1 Dex Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% physical / +20% fire / +20% cold / +20% lightning / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
Unerring Scalpel (15-19.5 power, 25 apr) (Madness) Unerring Scalpel (15-19.5 power, 25 apr) (Madness)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. Curse of Madness This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Nightmares) mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (Nightmares)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Nightmares 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. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (Corpses) mossy mindstar (2.5-2.75 power, 12 apr, mind damage) (Corpses)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Corpses 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. |
mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) (Nightmares) mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) (Nightmares)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +12.00 Mindpower: +1 Mental crit. chance: +1% Curse of Nightmares 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. |
Runaharathel the Strikepassion (Misfortune) Runaharathel the Strikepassion (Misfortune)Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +1 Cun Damage when the wearer is hit: 12 mind Changes resistances penetration: +10% physical Changes damage: +9% lightning / +10% physical Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. CamulegCamuleg Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 Changes resistances: +5% arcane / +9% fire Critical mult.: +6.00% A belt that goes around your waist. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
catburglar's iron helm (0 def, 3 armour) catburglar's iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +10% darkness Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun shield of harmony (12 def, 3 armour, 187 block) voratun shield of harmony (12 def, 3 armour, 187 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Talent mastery: +0.30 Wild-gift / Harmony Talent granted: +5 Block Healing mod.: +15% It can be used to activate talent Waters of Life, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 18 life for each disease or poison you have. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
51 alchemist agate 51 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. |
2 opal 2 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. |
topaz 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. |
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. |
brass lantern 'Emitira' brass lantern 'Emitira'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +6% fire Changes resistances penetration: +5% temporal Spellpower: +6 Light radius: +2 Damage Shield penetration: +30% 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its course on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is it stinks. |
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, 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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
hateful steel torque of kinetic psionic shield [power 47] (20 cooldown) hateful steel torque of kinetic psionic shield [power 47] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical and acid damage by 47 for 6 turns, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Recurring Madness the Shalore Doomed level 13
27th Dusk 122nd year of Ascendancy at 13:04 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Recurring Madness the Shalore Doomed level 10
7th Dusk 122nd year of Ascendancy at 06:23 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Recurring Madness the Shalore Doomed level 11
8th Dusk 122nd year of Ascendancy at 18:50 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Recurring Madness the Shalore Doomed level 8
3rd Summertide 122nd year of Ascendancy at 14:52 see stats
You know who's to blame (reprise) (Madness (Roguelike) difficulty)
Killed Myssil, causing her to drop the Rod of Recall.By Recurring Madness the Shalore Doomed level 5
5th Mirth 122nd year of Ascendancy at 00:03 see stats
Log
Large white snake was blasted back 2 spaces!
Recurring Madness hits Large white snake for 74 physical damage.
Ce'Nevea the brown bear summons a Ritch Flamespitter!
Talent Focus Shadows is ready to use.
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Ce'Nevea the brown bear for 84 physical damage.
Ce'Nevea the brown bear hits Shadow for 0 fire damage.
Grgglck's Tentacle hits Wisp for 42 physical damage.
Recurring Madness uses Focus Shadows.
The shadows converge on Ritch flamespitter!
Ritch flamespitter uses Flamespit.
As Grgglck's Tentacle falls you notice that Recurring Madness seems to shudder in pain!
You have deflected 12 incoming damage!
You fight through the pain! (+26 hate)
Ritch flamespitter hits Recurring Madness for (12 deflected) damage.
Ritch flamespitter hits Grgglck's Tentacle for 101 fire damage.
Ce'Nevea the brown bear summons a Turtle!
Shadow hits Turtle for 36 physical damage.
Recurring Madness uses Devour Life.
Recurring Madness consumes 31 life from Ce'Nevea the brown bear!
Recurring Madness hits Ce'Nevea the brown bear for 31 physical damage.
Recurring Madness receives 31 healing from Ce'Nevea the brown bear.
Ritch flamespitter uses Flamespit.
You have deflected 2 incoming damage!
Your hatred grows even as your life fades! (+32 hate)
Saving game...
