









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Adventurer |
| Level / Exp | 22 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by ultimate gwelgoroth at level 7 on the 4th Mirth 122nd year of Ascendancy at 14:13 1 / 5Killed by Yvybrema the giant eel at level 17 on the 10th Dusk 122nd year of Ascendancy at 16:14 Killed by Silunne the giant army ant at level 22 on the 21st Dusk 122nd year of Ascendancy at 05:57 Killed by Silunne the giant army ant at level 22 on the 21st Dusk 122nd year of Ascendancy at 07:19 Killed by The Grim Wolfe at level 22 on the 21st Dusk 122nd year of Ascendancy at 07:24 |
Primary Stats
| Strength | 23 (base 14) |
| Dexterity | 21 (base 16) |
| Constitution | 15 (base 12) |
| Magic | 53 (base 39) |
| Willpower | 49 (base 48) |
| Cunning | 27 (base 12) |
Resources
| Life | 485/485 |
| Mana | 421/421 |
| Paradox | 300 |
| Soul | 10/10 |
| Healing Factor | 1.0405405405406 |
| Regeneration | 2.6533783783785 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 2 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 15 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Temporal | +20% |
| Blight | +9% |
| Arcane | +17% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 21 |
| Ranged Defense | 30 |
| Fatigue | 2 |
| Physical Save | 27 |
| Spell Save | 48 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Lightning | + 35%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 5%( 70%) |
| Fire | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Teleport Resistance | 65% |
| Disarm Resistance | 22% |
| Knockback Resistance | 5% |
| Silence Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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 197 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 692% for 10 turns and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Necrotic minions | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Matter | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Kindleblow (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 21)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 8)You completed the challenge and received: +1 Generic Point | 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 | Kindleblow (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +1 Mag Changes resistances: +5% lightning / +5% temporal / +3% light / +11% fire / +11% cold Changes damage: +3% light Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Zubussra the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 10% chance to disease Changes resistances: +6% lightning Changes damage: +9% blight Blindness immunity: +10% Disease immunity: +20% 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 | bladed dwarven-steel helm of dexterity (+4) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +4 Dex It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 48.4 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | supercharged elven-wood wand of clairvoyance [power 13] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 13, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | ZeryhirCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str Changes resistances: +6% blight / +3% fire / +5% arcane / +24% lightning Changes resistances penetration: +15% mind Rings can have magical properties. |
| On fingers | pixie's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Spellpower: +7 (+2 eff.) Rings can have magical properties. |
| Around waist | Gunedunarak the drakeskin leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +5% arcane / +3% acid Silence immunity: +10% Pinning immunity: +15% Knockback immunity: +5% Teleport immunity: +15% Maximum life: +42.00 A belt that goes around your waist. |
| In main hand | yew starstaff 'Tirain' (20-24 power, 5 apr, temporal element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Damage (Melee): 24 fire Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +34.00% Physical save: +7 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+4 eff.) Life regen: +0.20 Spellpower: +16 (+5 eff.) Spell crit. chance: +7% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Relgogrim the hardened leather gloves (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 fire Changes stats: +3 Con Changes resistances: +11% fire Changes damage: +3% fire Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Physical save: +15 (+8 eff.) Spell save: +8 (+3 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +22% Life regen: +2.10 Stamina each turn: +0.80 Maximum stamina: +19.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +9 Cun / +9 Mag Changes damage: +17% arcane Spell crit. chance: +17% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | ZubowynPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +3 Cun Changes resistances: +15% acid Changes resistances penetration: +20% acid Grants telepathy: Dragon Teleport immunity: +50% It can be used to teleport you randomly (rad 39), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion of the titan (348% speed; 6 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 348% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
stabilizing gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +19% temporal Pinning immunity: +31% Knockback immunity: +30% Amulets can have magical properties. |
savior's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +8 (+4 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.chilling steel battleaxe of crippling (20.5-30.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +12 cold When wielded/worn: Physical crit. chance: +10.0% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.blazebringer's dwarven-steel greatmaul of amnesia (44.5-66.75 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +1% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Eye of Summer (8-8.8 power, 18 apr, fire damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 141.33 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
This item will automatically be transmogrified when you leave the level.parasitic thorny mindstar of clarity (9.5-10.45 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Maximum psi: +20.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Life leech chance: +10% Life leech: +10% 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. |
Eclipse (18-21.6 power, 4 apr, temporal element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% temporal / +15% physical / +15% darkness / +15% light Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Glymiyata the Charbearer (15-18 power, 3 apr, fire element)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +4 Str / +5 Dex / +4 Wil / +3 Cun / +3 Con Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 62.25 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of the mountain (+12%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Wil / +4 Mag Changes resistances: +12% physical Changes damage: +12% physical Mana each turn: +0.22 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's voratun helm of constitution (+2) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Fatigue: +5% Changes stats: +2 Con Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour 'Armydunamas' (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% darkness / +7% mind / +12% light Changes damage: +9% mind / +12% temporal Mental save: +26 (+12 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.searing dwarven-steel mail armour of command (9 def, 12 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+4 eff.) Fatigue: +16% Damage (Melee): 13 acid / 11 fire Damage when hit (Melee): 8 acid / 10 fire Changes stats: +2 Cun Changes resistances: +15% acid / +12% fire Mental save: +13 (+7 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +5 Cun / +4 Wil Mental save: +12 (+6 eff.) 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. |
56 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. |
5 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. |
2 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
8 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. |
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. |
6 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. |
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
Exterminator
Killed 1000 creatures.By The Grim Wolfe the Higher Adventurer level 20
16th Dusk 122nd year of Ascendancy at 06:18 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By The Grim Wolfe the Higher Adventurer level 11
2nd Flare 122nd year of Ascendancy at 14:37 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By The Grim Wolfe the Higher Adventurer level 21
17th Dusk 122nd year of Ascendancy at 18:22 see stats
Level 10
Got a character to level 10.By The Grim Wolfe the Higher Adventurer level 10
9th Mirth 122nd year of Ascendancy at 18:49 see stats
Level 20
Got a character to level 20.By The Grim Wolfe the Higher Adventurer level 20
15th Dusk 122nd year of Ascendancy at 20:29 see stats
That was close
Killed your target while having only 1 life left.By The Grim Wolfe the Higher Adventurer level 16
4th Dusk 122nd year of Ascendancy at 14:53 see stats
Treasure Hunter
Amassed 1000 gold pieces.By The Grim Wolfe the Higher Adventurer level 21
17th Dusk 122nd year of Ascendancy at 18:22 see stats
Log
The Grim Wolfe hits War hound for 6 physical damage.
The Grim Wolfe hits Ritch flamespitter for 26 cold damage.
Silunne the giant army ant hits The Grim Wolfe for 56 physical, 7 nature (63 total damage).
The Grim Wolfe hits Silunne the giant army ant for (6 blocked), 0 physical (0 total damage).
The Grim Wolfe casts Create Minions.
Ritch flamespitter spits flames!
Ritch flamespitter hits The Grim Wolfe for 51 fire damage.
War hound hits The Grim Wolfe for 50 physical damage.
The Grim Wolfe hits War hound for 6 physical damage.
Silunne the giant army ant resists!
The Grim Wolfe hits Silunne the giant army ant for 16 cold damage.
Silunne the giant army ant performs a melee critical strike against The Grim Wolfe!
Silunne the giant army ant hits The Grim Wolfe for 203 physical damage.
The Grim Wolfe hits Silunne the giant army ant for 5 physical damage.
The Grim Wolfe the level 22 higher adventurer was struck to death by Silunne the giant army ant on level 21 of Infinite Dungeon.
You have 1 life(s) left.
The Grim Wolfe deactivates Shielding.
The Grim Wolfe deactivates Necrotic Aura.
The Grim Wolfe deactivates Will o' the Wisp.
The Grim Wolfe deactivates Arcane Shield.
The Grim Wolfe deactivates Disintegration.
The Grim Wolfe deactivates Matter Weaving.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Silunne the giant army ant killed The Grim Wolfe!
Saving done.
Saving game...
















































































