










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 11 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by greater telugoroth at level 11 on the 12nd Profit 122nd year of Ascendancy at 15:24 / 1 |
Primary Stats
| Strength | 21 (base 12) |
| Dexterity | 16 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 32 (base 34) |
| Willpower | 34 (base 20) |
| Cunning | 22 (base 12) |
Resources
| Mana | 131/190 |
| Psi | 114/114 |
| Vim | 69/140 |
| Life | -11/337 |
| Positive | 54/70 |
| Paradox | 677 |
| Healing Factor | 1.1714285714286 |
| Regeneration | 0.29285714285714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 37 |
| Crit Chance | 16% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Temporal | +12% |
| Blight | +14% |
| Physical | +3% |
| Mind | +11% |
| Nature | +12% |
Offense: Damage Penetration
| Blight | +5% |
| Arcane | +15% |
| Light | +15% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 19 |
| Physical Save | 20 |
| Spell Save | 21 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Lightning | + 5%( 70%) |
| Nature | + 24%( 70%) |
| Cold | + 20%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 7%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 218 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 195 damage for 3 turns. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Guardian | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shield of Light |
| talent | Reality Smearing |
| talent | Kinetic Shield |
| talent | Shielding |
| talent | Weapon Folding |
| talent | Arcane Shield |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | The target is surrounded by a space distortion that randomly sends (50% chance) incoming damage to another target (greater telugoroth). Absorbs 292/357 damage before it crumbles. Displacement Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| detrimental effect | Damage received in the past is returned as 27.58 paradox damage per turn. Reality Smearing |
Quests
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
| Psionic focus | potent elm starstaff of might (12-14.4 power, 2 apr, temporal element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 12.0 - 14.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +12% temporal Talent granted: +1 Command Staff Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| Light source | brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cyrona (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 hit (Melee): 2 arcane Changes stats: +4 Con Changes resistances: +9% acid Changes resistances penetration: +15% arcane Mental save: +3 (+2 eff.) A cap made of leather. |
| On feet | pair of rough leather boots 'Maletorim' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% blight / +6% fire / +2% physical / +5% cold Changes resistances penetration: +10% mind Changes damage: +6% mind A pair of boots made of leather. |
| Tool | 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 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Isenn the PusravenInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances: +24% nature Changes damage: +12% nature Mental save: +9 (+5 eff.) Maximum hate: +2.00 Mental crit. chance: +2% Rings can have magical properties. |
| Around neck | warrior's steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Cut immunity: +40% Stamina each turn: +0.20 Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
| In main hand | Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| On hands | hardened leather gloves 'Isiwyn' (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 7 lightning Changes stats: +2 Str / +6 Dex / +10 Cun Changes resistances: +5% lightning / +3% blight Changes damage: +5% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| In off hand | Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | HoradarPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% blight Changes damage: +6% blight Mental save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
| Main armor | Radiancesquall (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +3 Str Changes resistances penetration: +15% light / +5% blight Changes damage: +3% physical Maximum life: +24.00 A suit of armour made of leather. |
Inventory
restful copper amulet of mastery (0.10 Chronomancy / Temporal Hounds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Talent mastery: +0.10 Chronomancy / Temporal Hounds Life regen: +1.00 Amulets can have magical properties. |
iron greatsword (18.5-29.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
cruel elm starstaff of might (10-12 power, 2 apr, temporal element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% temporal Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, cold element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elm starstaff of power (10-12 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Barodunahek the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +6% darkness / +3% cold Changes damage: +3% acid Trap disarming bonus: +7 Stealth bonus: +6 Spell save: +6 (+3 eff.) Infravision radius: +4 A belt that goes around your waist. |
PyretrialPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 temporal Changes resistances: +3% light / +3% temporal Changes damage: +15% fire It can be used to create a temporary shield that absorbs 185 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Radhurig the EarthlordCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 45% Changes resistances: +3% blight / +6% fire / +9% nature / +6% cold A belt that goes around your waist. |
mindwoven linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Mental save: +15 (+7 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bleakwrack the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 16% Changes stats: +2 Dex / +2 Mag / +1 Wil Changes resistances: +6% light Life regen: +3.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Falimnir the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str / +2 Dex / +2 Con Physical save: +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Rimestriker the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 cold Changes stats: +1 Con Changes resistances: +6% cold Allows you to breathe in: water Light radius: +2 Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A pointy cloth hat, very wizardly... |
iron shield of winter (0 def, 2 armour, 19 block)Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% On shield block: * Deals 94 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +11% cold Talent granted: +1 Block Handheld deflection devices. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(89 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 199/400. 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of gale force 'Yviravea' [power 100] (26/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +9% lightning Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 44 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By utjhg the Dwarf Adventurer level 10
30th Voratun 122nd year of Ascendancy at 23:27 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By utjhg the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 02:11 see stats
Log
utjhg converts damage to paradox!
Bill the Stone Troll hits utjhg for (23 to psi shield), (35 converted), 82 physical, (18 to psi shield), (32 converted), 74 physical (156 total damage).
Shield of Light hits utjhg for 5 healing, 5 healing (0 total damage) [9 healing].
Melee retaliation hits Bill the Stone Troll for (2 absorbed), 0 arcane, (4 absorbed), 0 mind, (1 absorbed), 0 arcane, (1 absorbed), 0 mind (0 total damage).
Keyboard input temporarily disabled.
Utjhg casts Induce Anomaly.
Utjhg Triggers an Anomaly! (Anomaly Displacement Shield).
Utjhg transfers damage to a nearby target.
The very fabric of space alters around utjhg.
You've moved to another time thread.
Space around you starts to dissolve...
Greater telugoroth speeds up.
Greater telugoroth casts Echoes From The Past.
utjhg converts damage to paradox!
utjhg teleports some damage to Greater telugoroth!
Greater telugoroth hits Bill the Stone Troll for 82 temporal, 69 temporal (152 total damage).
Greater telugoroth hits utjhg for (23 to psi shield), (65 teleported), 0 temporal, (18 to psi shield), (8 converted), 19 temporal (19 total damage).
Greater telugoroth hits Greater telugoroth for 65 teleported damage.
utjhg receives 5 healing from Shield of Light.
utjhg the level 11 dwarf adventurer was temporally distorted to death by a greater telugoroth and lost outside time on level 4 of Trollmire.
Utjhg deactivates Shield of Light.
Utjhg deactivates Weapon Folding.
Utjhg deactivates Shielding.
Utjhg deactivates Beyond the Flesh.
Utjhg deactivates Arcane Shield.
Utjhg deactivates Kinetic Shield.
Utjhg deactivates Reality Smearing.
The fabric of space around utjhg stabilizes to normal.
Utjhg is not stunned anymore.



































































