Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Addons | Old RPG Tileset 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 22 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by fox at level 6 on the 6th Mirth 122nd year of Ascendancy at 03:55 0 / 7Killed by Assassin Lord at level 13 on the 71st Dusk 122nd year of Ascendancy at 07:46 Killed by armoured skeleton warrior at level 20 on the 5th Decay 122nd year of Ascendancy at 22:06 Killed by skeleton master archer at level 20 on the 6th Decay 122nd year of Ascendancy at 02:18 Killed by skeleton warrior at level 20 on the 6th Decay 122nd year of Ascendancy at 10:03 Killed by Dorero the thalore at level 21 on the 5th Regrowth 123rd year of Ascendancy at 00:58 Killed by Eilinirin the fire drake at level 22 on the 17th Regrowth 123rd year of Ascendancy at 17:07 |
Primary Stats
| Strength | 38 (base 24) |
| Dexterity | 39 (base 24) |
| Constitution | 21 (base 16) |
| Magic | 38 (base 31) |
| Willpower | 27 (base 13) |
| Cunning | 47 (base 30) |
Resources
| Mana | 17/106 |
| Equilibrium | 20 |
| Life | 0/526 |
| Stamina | 148/160 |
| Paradox | 189 |
| Healing Factor | 1.3 |
| Regeneration | 33.475 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 11 |
| Lite | 4 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 41 |
| Crit Chance | 28% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38.635 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.85 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Physical | +10% |
| Cold | +15% |
| Blight | +4% |
| Arcane | +5% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 30.08 (41%) |
| Defense | 27.575 |
| Ranged Defense | 27.575 |
| Fatigue | 26 |
| Physical Save | 26.325 |
| Spell Save | 23.875 |
| Mental Save | 49.966666666667 |
Defense: Resistances
| Acid | + 20%( 80%) |
| Physical | + 10%( 75%) |
| Nature | + 30%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 40%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Infusion | Effective talent level: 1.0 HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 134 life. Its effects scale with your Willpower stat. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 18% for 4 turns. Its effects scale with your Strength stat. |
| Rune | Effective talent level: 1.0 ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is Spell: true Description: Activate the rune to create a protective shield absorbing at most 261 damage for 4 turns. Its effects scale with your Willpower stat. |
| Rune | Effective talent level: 1.0 ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is Spell: true Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 941% over 10 turns and instantly restoring 47 mana. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.10 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 2/10 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Arcane Feed |
| talent | Inner Power |
| talent | Fiery Hands |
| talent | Precise Strikes |
| talent | Elemental Harmony |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Arcane Combat |
| detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
| beneficial effect | A flow of life spins around the target, regenerating 18.50 life per turn. Regeneration |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | Increases life regen by 7.00%. Elemental Harmony |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by copperhead snake. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Precognition (+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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the Dragon. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. You used the key inside the ruins of Nur and found a way into the fortress of old. The Weirdling Beast is dead, freeing the way into the fortress itself. You have activated what seems to be a ... butler? with your rod of recall. You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 19. | 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 red crystal shard. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 honey tree root. * You've found the needed pouch of luminous horror dust. 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 wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. * You've found the needed xorn fragment. | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. 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. |
| Light source | scorching alchemist's lamp of clarity scorching alchemist's lamp of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 fire Mental save: +7 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | stabilizing iron helm of ire (0 def, 3 armour) stabilizing iron helm of ire (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: +2 Str Physical save: +12 Mental save: +5 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their defense by 14 for 7 turns, making them easier to hit. Lowering defense chance increase with your Strength stat. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.00 Travel Speed: instantaneous Description: Send tendrils of creeping dark out to attack your target and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 17 damage per turn. The damage will increase with your Mindpower. You do +4% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% cold / +20% nature / +20% blight Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | quick dwarven-steel greatsword (36-57.6 power, 2 apr) quick dwarven-steel greatsword (36-57.6 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 90% When wielded/worn: Accuracy: +9 Changes stats: +3 Dex Massive two-handed swords. |
| On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +10% physical / +20% acid Changes resistances cap: +5% physical / +10% acid Changes resistances penetration: +15% physical / +15% acid Changes damage: +5% physical / +10% acid Talent cooldown: Clinch (-2 turns) Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
| Main armor | enlightening dwarven-steel mail armour of command (11 def, 13 armour) enlightening dwarven-steel mail armour of command (11 def, 13 armour)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 Fatigue: +16% Changes stats: +4 Cun / +3 Wil Mental save: +31 A suit of armour made of mail. |
| 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: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | warmaker's steel amulet of constitution (+5) warmaker's steel amulet of constitution (+5)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +4 Dex / +5 Wil / +3 Con Amulets can have magical properties. |
Inventory
warrior's movement infusion (643% speed; 5 turns) warrior's movement infusion (643% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to increase movement speed by 643% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
warrior's wild infusion (resist 22%; cure magical) warrior's wild infusion (resist 22%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 22% for 4 turns. 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 ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level. psychic's hardened leather sling of true flightpsychic's hardened leather sling of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master Infused by psionic forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Attack speed: 80% Firing range: +9 When wielded/worn: Accuracy: +7 Physical crit. chance: +8.0% Changes stats: +3 Cun / +1 Wil Mindpower: +8 Slings are used to hurl stones or metal shots at your foes. |
clarifying hardened leather belt of shielding clarifying hardened leather belt of shieldingPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Mental save: +7 It can be used to create a temporary shield that absorbs 224 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 10 power out of 10/10. This thin cloth robe is surrounded by a thick shroud of telekinetic forces. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +0 Cun / +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour)cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
aegis linen wizard hat (1 def, 0 armour) aegis linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Talent mastery: +0.11 Spell / Aegis Life regen: +0.70 Maximum life: +30.00 A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of lightning (+15%) (1 def, 0 armour) spellwoven linen wizard hat of lightning (+15%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +15% lightning Changes damage: +10% lightning Spellpower: +3 Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
128 alchemist agate 128 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. Type: charm / rod ; tier 2 It can be used to force some of your foes infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
supercharged iron torque of thermal psionic shield [power 21] (26 cooldown) supercharged iron torque of thermal psionic shield [power 21] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 21 for 6 turns, placing all other charms into a 26 cooldown. Torques are made by powerful psionics to store psionic powers. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Dave Pain the Higher Arcane Blade level 19
69th Haze 122nd year of Ascendancy at 15:00 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Dave Pain the Higher Arcane Blade level 10
2nd Dusk 122nd year of Ascendancy at 10:12 see stats
Exterminator
Killed 1000 creaturesBy Dave Pain the Higher Arcane Blade level 19
62nd Haze 122nd year of Ascendancy at 18:46 see stats
Fear me not!
Survive the Fearscape!By Dave Pain the Higher Arcane Blade level 21
9th Allure 123rd year of Ascendancy at 05:29 see stats
Home sweet home
Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dave Pain the Higher Arcane Blade level 21
5th Allure 123rd year of Ascendancy at 09:56 see stats
Level 10
Got a character to level 10.By Dave Pain the Higher Arcane Blade level 10
2nd Dusk 122nd year of Ascendancy at 10:10 see stats
Level 20
Got a character to level 20.By Dave Pain the Higher Arcane Blade level 20
71st Haze 122nd year of Ascendancy at 02:41 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Dave Pain the Higher Arcane Blade level 13
71st Dusk 122nd year of Ascendancy at 11:52 see stats
The Arena
Unlocked Arena mode.By Dave Pain the Higher Arcane Blade level 8
9th Mirth 122nd year of Ascendancy at 06:38 see stats
The secret city
Discovered the truth about mages.By Dave Pain the Higher Arcane Blade level 10
23rd Dusk 122nd year of Ascendancy at 15:37 see stats
Thralless
Free at least 30 enthralled slaves in the slavers compound.By Dave Pain the Higher Arcane Blade level 19
69th Haze 122nd year of Ascendancy at 20:17 see stats
Treasure Hunter
Amass 1000 gold pieces.By Dave Pain the Higher Arcane Blade level 19
62nd Haze 122nd year of Ascendancy at 22:09 see stats
Unstoppable
Has returned from the dead.By Dave Pain the Higher Arcane Blade level 21
5th Regrowth 123rd year of Ascendancy at 00:58 see stats
Log
Dave Pain hits fire drake hatchling for 78 lightning damage.
Dave Pain hits fire drake hatchling for 78 lightning damage.
Eilinirin the fire drake hits Dave Pain for 11 physical, 18 fire, 5 nature, 10 acid, 39 physical, 81 physical, 4 nature damage (total 164.86).
Talent Precognition is ready to use.
Talent Teleport is ready to use.
Talent Switch Place is ready to use.
Talent Rush is ready to use.
Eilinirin the fire drake uses Bear Trap.
Dave Pain uses Gift of the Highborn.
Dave Pain starts regenerating health quickly.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Dave Pain casts Lightning.
Dave Pain hits Eilinirin the fire drake for 56 lightning damage.
Dave Pain hits Voraldaba the forest troll for 51 lightning damage.
Dave Pain hits fire drake hatchling for 56 lightning damage.
Dave Pain hits fire drake hatchling for 56 lightning damage.
Talent Flame is ready to use.
Talent Flameshock is ready to use.
Eilinirin the fire drake uses Disarming Trap.
Eilinirin the fire drake hits Dave Pain for 11 acid, 40 physical, 47 physical, 4 nature damage (total 100.21).
Dave Pain hits Eilinirin the fire drake for 0 fire, 16 blight, 0 fire, 16 blight damage (total 31.20).
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Dave Pain hits Eilinirin the fire drake for 53 physical, 0 fire damage (total 52.80).
Eilinirin the fire drake hits Dave Pain for 11 physical, 18 fire, 5 nature damage (total 32.48).
Eilinirin the fire drake aims less carefully.
Eilinirin the fire drake uses Catapult Trap.
Eilinirin the fire drake performs a critical strike!
Saving done.
Saving done.
Saving game...
