











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry  | 
| Campaign | Infinite | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Reaver | 
| Level / Exp | 20 / 64% | 
| Size | medium | 
| Lifes / Deaths | Killed by cold drake hatchling at level 6 on the 22nd Voratun 122nd year of Ascendancy at 22:20 0 / 6Killed by rogue sapper at level 6 on the 23rd Voratun 122nd year of Ascendancy at 05:42 Killed by war hound at level 7 on the 26th Voratun 122nd year of Ascendancy at 20:59 Killed by disarming trap at level 18 on the 18th Profit 122nd year of Ascendancy at 19:23 Killed by Emelewe the gigantic gravity worm at level 18 on the 19th Profit 122nd year of Ascendancy at 09:32 Killed by Salatta the golem at level 20 on the 22nd Profit 122nd year of Ascendancy at 03:22  | 
Primary Stats
| Strength | 22.303211403613 (base 34) | 
| Dexterity | 1 (base 11) | 
| Constitution | 22 (base 19) | 
| Magic | 58 (base 48) | 
| Willpower | 20 (base 10) | 
| Cunning | 21 (base 13) | 
Resources
| Life | -4/563 | 
| Vim | 3/98 | 
| Healing Factor | 1.39375 | 
| Regeneration | 2.5784375 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, demon/major | 
Offense: Mainhand
| Damage | 38 | 
| Accuracy | 26 | 
| Crit Chance | 12% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 15 | 
| Accuracy | 26 | 
| Crit Chance | 11% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 44 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 8% | 
| Speed | 1 | 
Offense: Damage Bonus
| Nature | +3% | 
| Acid | +9% | 
| Lightning | +5% | 
| Darkness | +10% | 
| Cold | +10% | 
| Arcane | +8% | 
| Fire | +12% | 
| All | 0% | 
Offense: Damage Penetration
| Nature | +10% | 
| Arcane | +20% | 
Defense: Base
| Armour (hardiness) | 19.335093952971 (48.103448275862%) | 
| Defense | 12 | 
| Ranged Defense | 12 | 
| Fatigue | 9 | 
| Physical Save | 45 | 
| Spell Save | 34 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 21%( 70%) | 
| Blight | + 30%( 70%) | 
| Physical | + 6%( 70%) | 
| Cold | -4%( 70%) | 
| All | -16%( 70%) | 
| Lightning | -7%( 70%) | 
| Light | + 1%( 70%) | 
| Mind | -3%( 70%) | 
| Darkness | + 1%( 70%) | 
| Fire | + 11%( 70%) | 
| Nature | + 7%( 70%) | 
Defense: Immunities
| Disarm Resistance | 21% | 
| Confusion Resistance | 0% | 
| Stun Resistance | 28% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 5% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Magic stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 74 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat.  | 
Class Talents
| Corruption / Scourge | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Bone | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Rot | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Vim | 1.30 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Plague | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Sanguisuge | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Reaving combat | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
| Corruption / Torment | 1.30 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Corruption / Hexes | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Overkill | 
| talent | Blood Vengeance | 
| talent | Infestation | 
| talent | Ruin | 
| talent | Willful Tormenter | 
| talent | Bone Shield | 
| detrimental effect | The target is infected by a disease, reducing its strength by 18 and doing 31.49 blight damage per turn. Weakness Disease | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation | 
| detrimental effect | Huge cut that bleeds, doing 24.56 physical damage per turn. Bleeding | 
| detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill | 
| detrimental effect | The target is infected by a disease, reducing its dexterity by 18 and doing 31.49 blight damage per turn. Decrepitude Disease | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked | 
| beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin | 
| beneficial effect | The target is in a magical frenzy, improving spellpower by 4. Bloodlust | 
| beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 20) Challenge | 
| detrimental effect | The target is hexed.  Each time it uses an ability it takes 49.49 fire damage, and talent cooldowns are increased by 42% plus 1 turn. Burning Hex | 
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18) | failed | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)Foes left: 34  | active | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4)You completed the challenge and received: +1 Class Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6)You completed the challenge and received: +1 Generic Point  | done | 
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: +3 Stat Points  | done | 
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 16) | failed | 
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 10)You completed the challenge and received: Random Artifact: Xalethra (4 def, 15 armour)  | done | 
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed | 
Leave the level in less than 27 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (27) (Level 14)Turns left: 24 You completed the challenge and received: +3 Stat Points  | done | 
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| On feet |  Rainnight (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances penetration: +10% nature Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  ethereal brass lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag Spellpower: +6 (+2 eff.) Light radius: +4 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 |  stabilizing cashmere wizard hat of darkness (+15%) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +2 Wil Changes resistances: +15% darkness Changes damage: +10% darkness Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly...  | 
| On hands |  storm dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 lightning Changes stats: +3 Mag Changes resistances: +7% lightning Changes damage: +5% lightning / +5% arcane Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  Forestknight [power 16]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 acid Changes resistances: +12% acid Changes damage: +3% nature / +9% acid It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  steel ring 'Salinn'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex / +3 Mag / +7 Cun Changes resistances: +24% fire Changes resistances penetration: +10% arcane Changes damage: +12% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +5 (+2 eff.) Rings can have magical properties.  | 
| On fingers |  Mayobreravea the GlitteroblivionCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 light / 8 nature Changes resistances: +9% light Stun/Freeze immunity: +28% Life regen: +1.60 Light radius: +2 Rings can have magical properties.  | 
| Around neck |  Unroreblek the SplendourstreakerInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% physical / +11% mind / +6% light Changes resistances penetration: +10% arcane Changes damage: +3% arcane Confusion immunity: +21% Stamina each turn: +0.80 Amulets can have magical properties.  | 
| In main hand |  balanced stralite longsword of erosion (32-44.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature / +9 temporal When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+9 eff.) Disarm immunity: +22% Sharp, long, and deadly.  | 
| Around waist |  Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
| In off hand |  insidious iron waraxe of erosion (11-15.4 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +15 insidious poison / +6 temporal / +7 nature One-handed war axes.  | 
| Cloak |  cashmere cloak 'Aerura' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +2 (+2 eff.) Fatigue: -2% Changes stats: +2 Dex / +2 Mag / +2 Wil / +1 Cun Spell save: +7 (+3 eff.) Knockback immunity: +5% Psi when hit: +0.08 Maximum mana: +55.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Branovon (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Changes stats: +3 Str Changes resistances: +6% physical Physical save: +42 (+14 eff.) Maximum life: +30.00 A suit of armour made of mail.  | 
Inventory
 movement infusion of the sneak (461% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 461% 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 Cunning 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 titan (absorb 164 for 3 turns)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: 29 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 164 damage for 3 turns. Its effects scale with your Constitution 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 of the duelist (range 33)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Its effects scale with your Dexterity 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 of the titan (range 68)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. Its effects scale with your Constitution 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.  | 
 copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties.  | 
 grounding steel amulet of mastery (0.17 Corruption / Sanguisuge)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.17 Corruption / Sanguisuge Stun/Freeze immunity: +23% Amulets can have magical properties.  | 
 insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% cold / +10% fire Amulets can have magical properties.  | 
 steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties.  | 
 Xodheda the StormstoneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Effects on melee hit: * Slows global speed by 15% * 15% chance to daze at end of turn Changes stats: +2 Dex Changes resistances: +9% lightning / +24% cold Changes damage: +12% cold Spell save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties.  | 
 copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties.  | 
 steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties.  | 
 steel ring of aether (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +11% arcane Changes damage: +11% arcane Rings can have magical properties.  | 
 Velegatta (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 acid When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 33 arcane Changes stats: +1 Mag Changes damage: +25% darkness / +6% arcane Talent granted: +1 Command Staff Vim when firing critical spell: +1.00 Maximum mana: +35.00 Spellpower: +26 (+9 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art.  | 
 insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +5% fire Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist.  | 
 regal linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Wil / +2 Con Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 woollen robe 'Malyfast' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +11% physical Changes damage: +6% arcane / +11% physical Spell save: +18 (+8 eff.) Mana each turn: +0.08 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 grounding pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 124.81 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch.  | 
 iron gauntlets 'Elenychak' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 acid Changes resistances: +5% acid Changes damage: +4% acid Critical mult.: +15.00% Metal gloves protecting the hands up to the middle of the lower arm.  | 
 grounding linen wizard hat of lightning (+24%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +24% lightning / +5% temporal Changes damage: +12% lightning A pointy cloth hat, very wizardly...  | 
 linen wizard hat of the mind (+10%) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +10% mind Changes damage: +10% mind A pointy cloth hat, very wizardly...  | 
 mindwoven linen wizard hat of frost (+16%) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% cold Changes damage: +11% cold Psi each turn: +0.14 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly...  | 
 rough leather cap of the depths (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold Allows you to breathe in: water A cap made of leather.  | 
 spiked steel mail armour of acid resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +17% acid A suit of armour made of mail.  | 
 cured leather armour 'Radiancemire' (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 8 temporal Changes resistances: +17% lightning / +16% fire / +15% temporal Changes resistances penetration: +5% light A suit of armour made of leather.  | 
 prismatic reinforced leather armour of cold resistance (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+4 eff.) Fatigue: +8% Changes resistances: +19% cold / +12% light / +11% darkness A suit of armour made of leather.  | 
 5 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.  | 
 47 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.  | 
 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 3 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 5 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 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 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.  | 
 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 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.  | 
 Xanulera [power 26]  (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes resistances: +9% acid Changes resistances penetration: +15% mind Changes damage: +6% acid / +9% mind It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power.  | 
 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 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.  | 
 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 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
			Infinite x10
			Got to level 10 of the infinite dungeon.By Dulener the Dwarf Reaver level 11
3rd Profit 122nd year of Ascendancy at 06:02 see stats
			Infinite x20
			Got to level 20 of the infinite dungeon.By Dulener the Dwarf Reaver level 20
22nd Profit 122nd year of Ascendancy at 01:54 see stats
			Level 10
			Got a character to level 10.By Dulener the Dwarf Reaver level 10
2nd Acquisition 122nd year of Ascendancy at 18:38 see stats
			Level 20
			Got a character to level 20.By Dulener the Dwarf Reaver level 20
21st Profit 122nd year of Ascendancy at 04:00 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Dulener the Dwarf Reaver level 20
21st Profit 122nd year of Ascendancy at 19:31 see stats
Log
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Dulener casts Drain.
Salatta the golem HEALS from blight damage!
Dulener's Drain hits Salatta the golem for 80 blight, 24 healing (80 total damage) [25 healing].
Dulener receives 40 healing from Carrion worm mass's wormblight area effect.
Dulener HEALS from blight damage!
Weakness Disease from Salatta the golem hits Dulener for 21 blight, 6 healing (22 total damage) [7 healing].
Decrepitude Disease from Salatta the golem hits Dulener for 21 blight, 6 healing (22 total damage) [7 healing].
Bleeding from Salatta the golem hits Dulener for 23 physical damage.
Dulener casts Virulent Disease.
Salatta the golem resists the disease!
Salatta the golem hits Dulener for 43 fire damage.
Dulener casts Bone Grab.
Salatta the golem shrugs off the effect 'Pinned to the ground'!
Salatta the golem is weakened by the darkness!
Dulener drains life from Salatta the golem!
Dulener drains life from Salatta the golem!
Salatta the golem HEALS from blight damage!
Dulener hits Salatta the golem for 37 physical, 27 blight, 8 healing, 12 nature, 8 temporal, 6 lightning, 11 blight, 3 healing, 8 blight, 2 healing, 2 nature, 5 temporal, 6 nature, 6 lightning, 11 blight, 3 healing (144 total damage) [18 healing].
Salatta the golem hits Dulener for 6 healing, 3 lightning, 5 physical, 6 healing, 3 lightning, 5 physical, 30 fire (47 total damage) [13 healing].
Salatta the golem casts Moonlight Ray.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
Saving game...




























































































