Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Shalore |
Class | Marauder |
Level / Exp | 13 / 84% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 42 (base 32) |
Dexterity | 32 (base 20) |
Constitution | 12 (base 10) |
Magic | 21 (base 10) |
Willpower | 20 (base 10) |
Cunning | 33 (base 20) |
Resources
Life | 225/225 |
Mana | 90/102 |
Stamina | 186/186 |
Healing Factor | 1.11 |
Regeneration | 3.0525 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 2 |
Offense: Mainhand
Damage | 48 |
Accuracy | 43 |
Crit Chance | 16% |
APR | 12 |
Speed | 0.90 |
Offense: Offhand
Damage | 22 |
Accuracy | 43 |
Crit Chance | 22% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27.5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30.6 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Temporal | +12% |
Physical | +5% |
Fire | +6% |
Lightning | +6% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 16.7 |
Ranged Defense | 16.7 |
Fatigue | 2 |
Physical Save | 28.45 |
Spell Save | 14.35 |
Mental Save | 33.275 |
Defense: Resistances
Lightning | + 25%( 70%) |
Light | + 16%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 22%( 70%) |
All | 0%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 79% |
Confusion Resistance | 57% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 7 turns. Also while Heroism is active, you will only die when reaching -206 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 365 damage for 5 turns. Its effects scale with your Cunning stat. |
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 687% 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 Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Premonition |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 Premonition (+1 level(s)). | done |
You failed to protect the temporal explorer from death by fox. Escort: temporal explorer (level 3 of Trollmire) | failed |
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 |
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: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | 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 |
Equipment
On feet | pair of rough leather boots 'Glorinn' (0 def, 1 armour) pair of rough leather boots 'Glorinn' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +2 Con Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 4 blight Maximum hate: +4.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6.0 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Velibrekira the Gleambore Velibrekira the GleamboreInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% light Physical save: +6 Light radius: +2 Healing mod.: +11% 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 | Isyra the Flareglean (0 def, 1 armour) Isyra the Flareglean (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when the wearer hits(melee): 2 mind Damage when the wearer is hit: 8 mind / 8 fire Changes damage: +6% fire Physical save: +12 A cap made of leather. |
On hands | Poruwe (0 def, 1 armour) Poruwe (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +1 Str / +3 Dex Changes resistances penetration: +5% physical Maximum encumbrance: +10 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's steel ring of time (+12%) marksman's steel ring of time (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +12% temporal Changes damage: +12% temporal Rings can have magical properties. |
On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] 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: 6.0 Travel Speed: instantaneous Is: a mind power 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 18 damage per turn. The damage will increase with your Mindpower. You do +9% 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 neck | grounding gold amulet of strength (+4) grounding gold amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Str Changes resistances: +13% lightning Stun/Freeze immunity: +22% Amulets can have magical properties. |
In main hand | Lelaldir the Taintwrecker (60-84 power, 6 apr) Lelaldir the Taintwrecker (60-84 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Damage when this weapon hits: +14 darkness Damage against: +28% Humanoid When wielded/worn: Accuracy: +12 Changes stats: +3 Dex Damage when the wearer is hit: 4 mind Changes resistances: +6% nature Mental save: +9 Psi when hit: +0.12 Maximum psi: +20.00 Mental crit. chance: +2% Blunt and deadly. |
Around waist | rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 Spellpower: +2 A belt that goes around your waist. |
In off hand | Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10.0 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 82.51 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Cloak | Shimmerkill (1 def, 0 armour) Shimmerkill (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun / +2 Dex Damage when the wearer hits(melee): 6 lightning Damage when the wearer is hit: 4 lightning Changes damage: +6% lightning / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | prismatic cured leather armour of thunder (2 def, 4 armour) prismatic cured leather armour of thunder (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +14 Armour: +4 Defense: +2 Fatigue: +7% Changes stats: +3 Str / +5 Mag / +5 Wil Changes resistances: +12% darkness / +12% lightning / +10% light Spellpower: +12 Spell crit. chance: +6% Mindpower: +14 Mental crit. chance: +6% A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 199 over 5 turns) regeneration infusion of the duelist (heal 199 over 5 turns)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: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Dexterity 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. |
shielding rune of the warrior (absorb 176 for 6 turns) shielding rune of the warrior (absorb 176 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 176 damage for 6 turns. Its effects scale with your Strength 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. |
teleportation rune (range 26) teleportation rune (range 26)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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. 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. |
gold amulet 'Duvileg' gold amulet 'Duvileg'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Armour: +6 Defense: +9 Changes resistances: +2% physical Changes resistances cap: +5% all Physical save: +18 Maximum life: +20.00 Maximum stamina: +20.00 Healing mod.: +20% Amulets can have magical properties. |
Lisobrewen the steel ring Lisobrewen the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 mind Changes resistances penetration: +15% acid Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +22.00 Rings can have magical properties. |
psionicist's steel ring of darkness (+24%) psionicist's steel ring of darkness (+24%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +4 Rings can have magical properties. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring 'Khelochik' steel ring 'Khelochik'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when the wearer is hit: 12 acid Changes resistances: +26% lightning / +3% temporal Changes resistances penetration: +5% acid Changes damage: +13% lightning Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
arcing steel dagger of the mystic (9.5-12.35 power, 6 apr) arcing steel dagger of the mystic (9.5-12.35 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 9.5 - 12.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +7 lightning When wielded/worn: Changes stats: +3 Mag / +2 Wil Spellpower: +8 Sharp, short and deadly. |
fungal yew longbow of power fungal yew longbow of powerRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +14% physical Changes damage: +13% physical Talent mastery: +0.20 Wild-gift / Fungus It can be used to regenerate 82 life over 5 turns, placing all other charms into a 20 cooldown. Longbows are used to shoot arrows at your foes. |
Glorikira the Hellmark (12.5-17.5 power, 3 apr) Glorikira the Hellmark (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Special effect when this weapon crits: cripple the target Damage when this weapon hits: +5 gravity Burst (radius 1) on hit: +4 arcane / +4 fire When wielded/worn: Physical crit. chance: +7.0% Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +5% arcane Changes damage: +6% physical Mindpower: +6 One-handed war axes. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Turidunakan the rough leather gloves (0 def, 1 armour) =stam regen 0.4= Turidunakan the rough leather gloves (0 def, 1 armour) =stam regen 0.4=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 Physical crit. chance: +2.0% Armour: +1 Damage when the wearer hits(melee): 6 mind Changes resistances: +6% mind Changes damage: +4% mind Stamina each turn: +0.40 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cleansing rough leather cap of dexterity (+2) (0 def, 1 armour) cleansing rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +6% nature / +5% blight A cap made of leather. |
steel plate armour 'Crackleblur' (4 def, 15 armour) steel plate armour 'Crackleblur' (4 def, 15 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +4 Fatigue: +22% Damage when the wearer hits(melee): 4 lightning Damage when the wearer is hit: 12 lightning Changes damage: +3% light A suit of armour made of metal plates. |
opal 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. |
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. |
Alohell the steel torque of mindblast [power 137] (6 cooldown) Alohell the steel torque of mindblast [power 137] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes damage: +3% blight Mana each turn: +0.08 It can be used to fire a blast of psionic energies in a beam (dam 68-137), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
Cyregawyn [power 141] (6 cooldown) Cyregawyn [power 141] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Wil Damage when the wearer hits(melee): 2 blight Changes resistances penetration: +10% arcane It can be used to fire a blast of psionic energies in a beam (dam 70-141), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
quick dwarven-steel torque of clear mind [power 2] (14 cooldown) quick dwarven-steel torque of clear mind [power 2] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, placing all other charms into a 14 cooldown. Torques are made by powerful psionics to store psionic powers. |
Aerogorn the ash totem of thorny skin [power 35] (26 cooldown) =stam reg 0.6 men save 9= Aerogorn the ash totem of thorny skin [power 35] (26 cooldown) =stam reg 0.6 men save 9=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Mental save: +9 Stamina each turn: +0.60 Heals friendly targets nearby when you use a nature summon: +10 It can be used to harden the skin for 6 turns increasing armour by 35 and armour hardiness by 40%, placing all other charms into a 26 cooldown. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
tentacled ash totem of thorny skin [power 27] (20 cooldown) tentacled ash totem of thorny skin [power 27] (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 harden the skin for 6 turns increasing armour by 27 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Supermadness Marauder the Shalore Marauder level 13
24th Dusk 122nd year of Ascendancy at 14:01 see stats
By Supermadness Marauder the Shalore Marauder level 10
10th Flare 122nd year of Ascendancy at 00:54 see stats
By Supermadness Marauder the Shalore Marauder level 12
19th Dusk 122nd year of Ascendancy at 11:09 see stats
By Supermadness Marauder the Shalore Marauder level 12
17th Dusk 122nd year of Ascendancy at 10:36 see stats
Log
Ran for 31 turns (stop reason: at exit).
Supermadness Marauder uses Track.
Supermadness Marauder uses Infusion: Heroism.
Supermadness Marauder casts Grace of the Eternals.
Supermadness Marauder speeds up.
Supermadness Marauder uses Infusion: Movement.
Supermadness Marauder is moving freely.
Supermadness Marauder prepares for the next kill!.
Saving done.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Saving done.
Saving done.
Saving game...
Supermadness Marauder slows down.
Today is the 48th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:05.
Supermadness Marauder is moving less freely.
Today is the 49th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:05.
Supermadness Marauder slows down.
Today is the 50th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
Talent Infusion: Movement is ready to use.
Talent Track is ready to use.
There is a Passageway into Norgos' Lair here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).