
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Summoner |
| Level / Exp | 24 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 24 on the 29th Dearth 123rd year of Ascendancy at 12:33 / 1 |
Primary Stats
| Strength | 24 (base 10) |
| Dexterity | 9 (base 11) |
| Constitution | 32.186466291708 (base 27) |
| Magic | 14 (base 10) |
| Willpower | 58 (base 45) |
| Cunning | 50 (base 41) |
Resources
| Life | -64/778 |
| Equilibrium | 75 |
| Healing Factor | 1.25 |
| Regeneration | 2.6875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 6 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 45 |
| Crit Chance | 16% |
| APR | 41 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 45 |
| Crit Chance | 15% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 24% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 12 |
| Ranged Defense | 15 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 45 |
| Mental Save | 56 |
Defense: Resistances
| All | + 24%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Confusion Resistance | 11% |
| Silence Resistance | 31% |
| Instadeath Resistance | 100% |
| Blind Resistance | 39% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 309 life over 5 turns. Its effects scale with your Strength 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 168 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 184 damage for 3 turns. |
Class Talents
| Wild-gift / Summoning (distance) | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 5.28 fire damage per turn. Burning |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | The target is infected by a disease, reducing its constitution by 17 and doing 29.07 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Willpower by +1. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +1. | done |
You failed to protect the injured seer from death by skeleton magus. Escort: injured seer (level 7 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by skeleton warrior. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Zubann the cave bear. Escort: lost anorithil (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by fox. Escort: lost warrior (level 1 of Old Forest) | failed |
You failed to protect the lost warrior from death by fire drake. Escort: lost warrior (level 6 of Dreadfell) | failed |
You failed to protect the repented thief from death by ghoulking. Escort: repented thief (level 2 of Dreadfell) | failed |
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. 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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 bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 84. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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! | done |
Equipment
| On feet | wanderer's pair of rough leather boots of uncanny dodging (3 def, 1 armour) wanderer's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+3 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Changes stats: +2 Cun / +2 Con Physical save: +11 (+4 eff.) Mental save: +12 (+4 eff.) A pair of boots made of leather. |
| Light source | watchleader's brass lantern of health watchleader's brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +22% Confusion immunity: +11% Maximum life: +40.00 Light radius: +5 See stealth: +6 See invisible: +5 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. 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 | leafwalker's rough leather cap of might (0 def, 1 armour) leafwalker's rough leather cap of might (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +7% nature Spell save: +4 (+1 eff.) Maximum life: +42.00 Healing mod.: +11% A cap made of leather. |
| On hands | rough leather gloves of the juggernaut (0 def, 1 armour) rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +11 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +20% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Velyriabeth the yew totem of cure ailments [power 2] (9 cooldown) Velyriabeth the yew totem of cure ailments [power 2] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Mag Maximum wards: +1 acid / +2 nature / +2 light Talent granted: +1 Ward Spell crit. chance: +2% It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 200% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's gold ring of pilfering titan's gold ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +9 Defense: +9 (+8 eff.) Changes stats: +4 Con Physical save: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | Nerugavena the gold ring Nerugavena the gold ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str / +8 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Silence immunity: +31% Mana each turn: +0.10 See invisible: +6 Rings can have magical properties. |
| Around neck | warrior's steel amulet of vision warrior's steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +7% physical Blindness immunity: +17% Stamina each turn: +0.40 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
| In main hand | wrathful pulsing mindstar (105% power, 32 apr, nature damage) wrathful pulsing mindstar (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. Power: 106% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Maximum hate: +0.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | caller's vined mindstar of sand (85% power, 18 apr, mind damage) caller's vined mindstar of sand (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar calls for a summoner. Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 physical Changes resistances: +4% physical Changes resistances penetration: +4% acid / +10% physical / +3% fire / +3% cold Changes damage: +7% acid / +13% physical / +5% fire / +5% cold Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Life regen bonus (wilder-summons): +0.00 It can be used to activate talent Burrow, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | resilient linen cloak of the hunter (1 def, 0 armour) resilient linen cloak of the hunter (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Maximum life: +73.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's woollen robe of life (0 def, 0 armour) dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +7% blight / +13% mind / +14% darkness Physical save: +11 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +24 (+7 eff.) Life regen: +1.90 Maximum life: +51.00 Healing mod.: +14% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
savior's gold ring of power savior's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+3 eff.) Spellpower: +6 (+6 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 137% Range: 1.1x Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+10 eff.) Spellpower: +20 (+13 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 890 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
heroic hardened leather gloves (0 def, 7 armour) heroic hardened leather gloves (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Mental save: +7 (+2 eff.) Maximum life: +48.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
onyx 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. |
2 aquamarine 2 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature 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 (2/2) Rod of Recall (2/2)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, costing 180 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 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. |
2 amethyst 2 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. |
ametrine 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. |
Achievements
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Imsoshitatthisgame the Dwarf Summoner level 21
22nd Stralite 123rd year of Ascendancy at 00:48 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Imsoshitatthisgame the Dwarf Summoner level 23
6th Wealth 123rd year of Ascendancy at 21:01 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Imsoshitatthisgame the Dwarf Summoner level 10
18th Wealth 122nd year of Ascendancy at 18:40 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Imsoshitatthisgame the Dwarf Summoner level 15
30th Loss 122nd year of Ascendancy at 09:14 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Imsoshitatthisgame the Dwarf Summoner level 13
8th Dearth 122nd year of Ascendancy at 19:05 see stats
Level 10 (Roguelike)
Got a character to level 10.By Imsoshitatthisgame the Dwarf Summoner level 10
3rd Wealth 122nd year of Ascendancy at 07:09 see stats
Level 20 (Roguelike)
Got a character to level 20.By Imsoshitatthisgame the Dwarf Summoner level 20
20th Stralite 123rd year of Ascendancy at 13:45 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Imsoshitatthisgame the Dwarf Summoner level 22
32nd Stralite 123rd year of Ascendancy at 06:11 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Imsoshitatthisgame the Dwarf Summoner level 4
19th Voratun 122nd year of Ascendancy at 13:34 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Imsoshitatthisgame the Dwarf Summoner level 16
13rd Steel 123rd year of Ascendancy at 10:35 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Imsoshitatthisgame the Dwarf Summoner level 20
21st Stralite 123rd year of Ascendancy at 08:05 see stats
Log
Beturenn the elven guard steals life from Imsoshitatthisgame!
Minotaur killed Mean looking elven guard!
Imsoshitatthisgame hits Beturenn the elven guard for 30 healing, 6 physical, 2 healing, 28 healing, 6 physical, 2 healing (11 total damage) [62 healing].
Beturenn the elven guard hits Imsoshitatthisgame for 116 physical, 6 fire, 108 physical, 6 fire (236 total damage).
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Character control switched to minotaur.
Elven cultist's Soul Rot hits Imsoshitatthisgame for 238 blight damage.
Elven cultist's Soul Rot killed Imsoshitatthisgame!
Beturenn the elven guard's spell attains critical power!
Minotaur is on fire!
Beturenn the elven guard hits minotaur for 146 physical, 13 fire (159 total damage).
Elven cultist casts Virulent Disease.
Elven cultist's spell attains critical power!
Minotaur is afflicted by a weakness disease!
Elven cultist misses minotaur.
Burning from Beturenn the elven guard hits minotaur for 5 fire damage.
Weakness Disease from Elven cultist hits minotaur for 76 blight damage.
Burning from Beturenn the elven guard hits minotaur for 5 fire damage.
Weakness Disease from Elven cultist hits minotaur for 76 blight damage.
minotaur hits Beturenn the elven guard for 147 physical damage.
Beturenn the elven guard hits minotaur for 5 arcane, 14 fire (18 total damage).
Beturenn the elven guard returns to normal.
Beturenn the elven guard misses minotaur.
Elven cultist misses minotaur.
Character control switched to Imsoshitatthisgame.
Saving game...
