










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 30 / 13% |
Size | big |
Lifes / Deaths | Killed by Bethorin the skeleton warrior at level 30 on the 13rd Wealth 123rd year of Ascendancy at 00:53 / 1 |
Primary Stats
Strength | 69 (base 46) |
Dexterity | 24 (base 23) |
Constitution | 64 (base 44) |
Magic | 8 (base 10) |
Willpower | 31 (base 19) |
Cunning | 27 (base 20) |
Resources
Life | -1/1112 |
Stamina | 155/241 |
Healing Factor | 1.6161538461539 |
Regeneration | 149.45949257694 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +68.833295092614% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
Offense: Mainhand
Damage | 151 |
Accuracy | 56 |
Crit Chance | 47% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +5% |
Light | +16% |
Fire | +9% |
Arcane | +12% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Cold | +21% |
Darkness | +25% |
Blight | +15% |
Arcane | +5% |
Fire | +17% |
Acid | +21% |
Defense: Base
Armour (hardiness) | 94.45816216789 (100%) |
Defense | 19 |
Ranged Defense | 23 |
Fatigue | 28 |
Physical Save | 55 |
Spell Save | 46 |
Mental Save | 34 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 33%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 20%( 70%) |
All | + 15%( 70%) |
Darkness | + 25%( 70%) |
Temporal | + 35%( 70%) |
Lightning | + 25%( 70%) |
Mind | + 27%( 70%) |
Fire | + 40%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Instadeath Resistance | 100% |
Confusion Resistance | 26% |
Stun Resistance | 56% |
Pinning Resistance | 56% |
Poison Resistance | 15% |
Silence Resistance | 5% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 274.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Berserker Rage |
detrimental effect | The target is on fire, taking 31.24 fire damage per turn. Burning |
detrimental effect | Reduces global action speed by 15%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | A flow of life spins around the target, regenerating 82.92 life per turn. Regeneration |
beneficial effect | Increases critical hit chance by 32%. Berserker Rage |
detrimental effect | Huge cut that bleeds, doing 22.89 physical damage per turn. Bleeding |
beneficial effect | The target is recovering 32 life each turn. Recovery |
beneficial effect | The target's skin turns to stone, granting 19 armour, 23 physical save and 23 spell save. Dwarven Resilience |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
detrimental effect | Reduces global action speed by 29% and all outgoing projectiles speed by 49%. Congeal Time |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by brown bear. Escort: lone alchemist (level 3 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You failed to protect the lost sun paladin from death by wretchling. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 3 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed mummified bone. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +4 (+2 eff.) Ranged Defense: +7 (+3 eff.) Fatigue: +3% Changes resistances: +3% lightning / +9% temporal / +6% nature Changes damage: +3% mind Spell save: +9 (+3 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Con Changes resistances: +3% mind / +6% blight Physical save: +6 (+2 eff.) Silence immunity: +5% Light radius: +2 Healing mod.: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +4 Wil / +3 Con Changes resistances: +7% blight Changes resistances penetration: +15% blight Changes damage: +12% arcane Physical save: +17 (+6 eff.) Mental save: +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +18% acid / +6% fire / +6% darkness Changes resistances penetration: +25% darkness Spell save: +6 (+2 eff.) Maximum life: +23.00 Maximum stamina: +22.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +0.90 Maximum life: +61.00 Mindpower: +9 (+5 eff.) Healing mod.: +16% Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +10 Str / +10 Con Changes resistances: +6% lightning / +9% temporal / +6% fire Mental save: +5 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes resistances: +6% blight / +18% fire / +12% mind / +6% acid Spell save: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 19% chance to disease * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +19 blight / +12 arcane / +14 acid When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances penetration: +21% acid / +20% lightning / +17% fire / +5% arcane / +21% cold Changes damage: +9% fire Disease immunity: +35% Massive two-handed swords. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +6 Changes resistances: +3% blight / +3% lightning Physical save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Poison immunity: +15% Disease immunity: +15% Disarm immunity: +26% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +9 (+5 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% arcane / +6% cold / +6% darkness / +6% temporal Spell save: +9 (+3 eff.) A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Cun Changes damage: +6% light Maximum life: +40.00 Mental crit. chance: +7% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 6% chance to blind * 5% chance to inflict 15% damage reduction Changes damage: +10% light / +5% darkness Life regen: +2.00 Amulets can have magical properties. |
Inventory
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Blindness immunity: +31% Infravision radius: +4 See stealth: +9 See invisible: +15 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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
By Khan-giri Gungi the Dwarf Berserker level 20
7th Loss 122nd year of Ascendancy at 14:25 see stats
By Khan-giri Gungi the Dwarf Berserker level 10
4th Profit 122nd year of Ascendancy at 16:38 see stats
By Khan-giri Gungi the Dwarf Berserker level 15
24th Wealth 122nd year of Ascendancy at 03:19 see stats
By Khan-giri Gungi the Dwarf Berserker level 27
3rd Iron 123rd year of Ascendancy at 20:30 see stats
By Khan-giri Gungi the Dwarf Berserker level 29
17th Profit 123rd year of Ascendancy at 09:26 see stats
By Khan-giri Gungi the Dwarf Berserker level 10
4th Profit 122nd year of Ascendancy at 16:36 see stats
By Khan-giri Gungi the Dwarf Berserker level 20
6th Loss 122nd year of Ascendancy at 16:18 see stats
By Khan-giri Gungi the Dwarf Berserker level 30
12nd Wealth 123rd year of Ascendancy at 12:36 see stats
By Khan-giri Gungi the Dwarf Berserker level 19
5th Loss 122nd year of Ascendancy at 20:45 see stats
By Khan-giri Gungi the Dwarf Berserker level 4
19th Voratun 122nd year of Ascendancy at 16:02 see stats
By Khan-giri Gungi the Dwarf Berserker level 19
5th Loss 122nd year of Ascendancy at 10:23 see stats
By Khan-giri Gungi the Dwarf Berserker level 20
13rd Loss 122nd year of Ascendancy at 11:33 see stats
By Khan-giri Gungi the Dwarf Berserker level 19
5th Loss 122nd year of Ascendancy at 04:23 see stats
By Khan-giri Gungi the Dwarf Berserker level 23
15th Shortage 122nd year of Ascendancy at 20:00 see stats
By Khan-giri Gungi the Dwarf Berserker level 16
24th Wealth 122nd year of Ascendancy at 15:41 see stats
By Khan-giri Gungi the Dwarf Berserker level 24
19th Shortage 122nd year of Ascendancy at 12:49 see stats
Log
Khan-giri Gungi uses Infusion: Healing.
Khan-giri Gungi no longer has a cursed wound.
Khan-giri Gungi is no longer poisoned.
Khan-giri Gungi receives 193 healing from Infusion: Healing.
Khan-giri Gungi uses Infusion: Regeneration.
Khan-giri Gungi starts regenerating health quickly.
Khan-giri Gungi is on fire!
Skeleton magus's Flame hits Khan-giri Gungi for 64 fire damage.
Khan-giri Gungi slows down.
Bethorin the skeleton warrior casts Earthen Missiles.
Bethorin the skeleton warrior's Earthen Missiles hits Skeleton magus for 74 physical damage.
Burning from Skeleton magus hits Khan-giri Gungi for 21 fire damage.
Khan-giri Gungi receives 52 healing.
Khan-giri Gungi starts to bleed.
Bethorin the skeleton warrior's Earthen Missiles hits Khan-giri Gungi for 63 physical, 10 physical (74 total damage).
Bethorin the skeleton warrior's Earthen Missiles hits Khan-giri Gungi for 63 physical, 10 physical (74 total damage).
Skeleton master archer shoots!
Khan-giri Gungi uses Warshout.
Bethorin the skeleton warrior wanders around!.
Skeleton master archer wanders around!.
Khan-giri Gungi resists!
Bethorin the skeleton warrior's aether beam hits Khan-giri Gungi for 82 arcane damage.
Khan-giri Gungi is silenced!
Bethorin the skeleton warrior's aether beam hits Khan-giri Gungi for 82 arcane damage.
Khan-giri Gungi shrugs off the effect 'Silenced'!
Bethorin the skeleton warrior's aether beam hits Khan-giri Gungi for 82 arcane damage.
Bethorin the skeleton warrior casts Manathrust.
Saving game...