










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Infinite |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 23 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by giant acid ant at level 14 on the 1st Summertide 122nd year of Ascendancy at 08:48 0 / 6Killed by spire dragon at level 18 on the 8th Flare 122nd year of Ascendancy at 14:07 Killed by orc assassin at level 18 on the 8th Flare 122nd year of Ascendancy at 16:26 Killed by cryomancer at level 20 on the 2nd Dusk 122nd year of Ascendancy at 05:06 Killed by Aerewe the blade horror at level 23 on the 8th Dusk 122nd year of Ascendancy at 13:51 Killed by Aerewe the blade horror at level 23 on the 8th Dusk 122nd year of Ascendancy at 14:44 |
Primary Stats
| Strength | 65 (base 47) |
| Dexterity | 17 (base 12) |
| Constitution | 21 (base 12) |
| Magic | 56 (base 49) |
| Willpower | 16 (base 12) |
| Cunning | 19 (base 12) |
Resources
| Life | -45/494 |
| Positive | 56/116 |
| Stamina | 141/181 |
| Healing Factor | 1.0948044672221 |
| Regeneration | 0.27370111680553 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 45 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +28% |
| Nature | +21% |
| Light | +19% |
| Fire | +2% |
| Cold | +10% |
| Arcane | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Darkness | +20% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27.413408721348 (65.897138898113%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 20 |
| Physical Save | 32 |
| Spell Save | 28 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 8%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 3%( 70%) |
| Fire | + 20%( 70%) |
| Mind | + 8%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 18% |
| Bleed Resistance | 20% |
| Confusion Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 168.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 2 physical, 5 darkness, 3 mind, 3 acid |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Celestial / Crusader | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Bloodthirst | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Radiance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 17): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: Random Artifact: Scorpionblur (18/18, 8-11 power, 7 apr) | 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 | Shadeking (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% acid Changes resistances penetration: +20% darkness Cut immunity: +20% Confusion immunity: +20% Movement speed: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | MorningqueenInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% temporal / +5% arcane Changes damage: +3% light Mental save: +6 (+3 eff.) Disease immunity: +20% Maximum life: +40.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | ash wand of conjuration 'Beulatharach' [power 160] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +5 Mag / +1 Cun / +1 Con Reduces incoming crit damage: 10.00% Light radius: +1 See invisible: +9 It can be used to fire a magical bolt dealing 164 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 18 light Damage (Ranged): 11 light Changes stats: +2 Mag Changes damage: +11% light Rings make your fingers look great! |
| On fingers | Adigata the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +2 Defense: +5 (+3 eff.) Changes resistances: +20% cold Changes damage: +10% cold Physical save: +3 (+2 eff.) Rings make your fingers look great! |
| Around waist | hardened leather belt 'Radhogorath'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +6 Cun Changes resistances: +5% arcane / +9% blight Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +6% mind Maximum encumbrance: +25 A belt that goes around your waist. |
| In main hand | Sunspitter (83-132 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 light / +4 mind When wielded/worn: Changes resistances penetration: +15% mind Changes damage: +12% nature / +6% mind Critical mult.: +20.00% Light radius: +2 Massive two-handed swords. |
| On hands | Barkvault (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 fire Damage when hit (Melee): 4 cold Changes stats: +3 Str / +4 Dex Changes resistances: +5% fire Changes damage: +9% nature / +3% fire Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel mail armour 'Skyshear' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +1 Dex Changes resistances: +12% lightning / +16% fire Changes damage: +6% light / +12% physical Stamina each turn: +3.00 A suit of armour made of mail. |
| Cloak | elven-silk cloak 'Getaregen' (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +18 (+9 eff.) Changes stats: +5 Str / +3 Con Changes resistances: +3% physical Changes damage: +6% physical Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xeriwen the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Str Changes resistances: +9% mind Only die when reaching: -20.00 life Amulets make your neck look great! |
Inventory
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 9.93 cold and 11.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level.steel dagger 'Beiran' (10-13 power, 6 apr) Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +5 darkness Damage against: +7% Living When wielded/worn: Damage when hit (Melee): 4 physical Changes damage: +9% acid Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Brenugrim the steel greatsword (22-35 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.0 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +16 arcane When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Changes stats: +2 Cun Changes damage: +9% blight Critical mult.: +10.00% Disarm immunity: +30% Hate when firing a critical mind attack: +1.00 Maximum mana: +20.00 Massive two-handed swords. |
Lisithra the steel greatsword (34-55 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag Critical mult.: +15.00% Spell crit. chance: +1% Mindpower: +10 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
steel longsword 'Ce'Nileta' (23-32 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 arcane / +5 cold Damage (radius 1) on hit: +7 fire When wielded/worn: Changes damage: +6% blight Mana when firing critical spell: +2.00 Maximum mana: +20.00 Sharp, long, and deadly. |
MayunnePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Blindness immunity: +20% Knockback immunity: +10% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Eclipseblow (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +6% darkness / +3% temporal Changes damage: +6% mind Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 91.65 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Taintbile the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances: +3% nature / +3% acid Changes resistances penetration: +5% nature Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tarrokan (15 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +15 (+8 eff.) Fatigue: +2% Damage when hit (Melee): 2 temporal Changes stats: +1 Con Changes resistances: +6% temporal / +6% cold / +5% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 15 arcane resource burn Spell save: +8 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 temporal Damage (Ranged): 7 temporal Changes stats: +3 Str Changes resistances: +5% temporal Changes damage: +4% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.Malachik the Darkburst (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Dex / +3 Con Changes resistances: +3% blight Changes resistances penetration: +20% darkness Changes damage: +3% darkness Physical save: +10 (+5 eff.) A cap made of leather. |
Isledathra the steel shield (0 def, 4 armour, 42 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 20 Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 3 fire Changes stats: +2 Str / +1 Wil Changes resistances: +12% fire / +18% cold / +11% temporal Changes damage: +6% blight Talent granted: +1 Block Handheld deflection devices. |
8 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. |
7 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. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
6 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 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. |
7 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 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Torchwasp (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +1 Cun / +1 Str Psi when hit: +0.04 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.00 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. |
2 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots (14/14, 22-27 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.5 - 27.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 Shots are used with slings to pummel your foes to death. |
Blackbreacher [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes damage: +6% darkness Cut immunity: +10% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 128 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 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. |
supercharged elm wand of lightning storm [power 140] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Vector .45 the Cornac Adventurer level 18
8th Flare 122nd year of Ascendancy at 18:59 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Vector .45 the Cornac Adventurer level 21
5th Dusk 122nd year of Ascendancy at 12:56 see stats
Infinite x10 (Nightmare (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Vector .45 the Cornac Adventurer level 15
3rd Summertide 122nd year of Ascendancy at 11:05 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Vector .45 the Cornac Adventurer level 10
8th Mirth 122nd year of Ascendancy at 03:36 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Vector .45 the Cornac Adventurer level 20
1st Dusk 122nd year of Ascendancy at 16:13 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Vector .45 the Cornac Adventurer level 21
4th Dusk 122nd year of Ascendancy at 05:09 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Vector .45 the Cornac Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 04:27 see stats
Log
Your shield crumbles under the damage!
The shield around Vector .45 crumbles.
Aerewe the blade horror casts Flame.
Aerewe the blade horror damages himself through Martyrdom!
Melee retaliation hits Aerewe the blade horror for (1 to psi shield), 1 physical, 15 light, 4 cold (22 total damage).
Vector .45 hits Aerewe the blade horror for (1 to psi shield), 2 physical (2 total damage).
Aerewe the blade horror's Beyond the Flesh hits Vector .45 for (36 absorbed), 61 physical (62 total damage).
Aerewe the blade horror casts Earthen Missiles.
Vector .45 HEALS from light damage!
Aerewe the blade horror damages himself through Martyrdom!
Melee retaliation hits Aerewe the blade horror for (1 to psi shield), 1 physical, 15 light, 4 cold (22 total damage).
Vector .45 hits Aerewe the blade horror for (1 to psi shield), 1 physical, 0 light, 0 darkness, 4 fire (7 total damage).
Aerewe the blade horror's Flame hits Vector .45 for 45 fire damage.
Aerewe the blade horror hits Vector .45 for 39 physical, 5 light, 1 healing, 9 darkness (55 total damage) [1 healing].
Aerewe the blade horror damages himself through Martyrdom!
Vector .45 hits Aerewe the blade horror for (1 to psi shield), 1 physical, (0 to psi shield), 0 physical, (1 to psi shield), 1 physical, (0 to psi shield), 0 physical (4 total damage).
Aerewe the blade horror's Earthen Missiles hits Vector .45 for 44 physical, 7 physical (52 total damage).
Aerewe the blade horror's Earthen Missiles hits Vector .45 for 44 physical, 7 physical (52 total damage).
Vector .45 stops bleeding.
Aerewe the blade horror damages himself through Martyrdom!
Vector .45 hits Aerewe the blade horror for 2 fire, (1 to psi shield), 1 physical (4 total damage).
Bleeding from Aerewe the blade horror hits Vector .45 for 44 physical damage.
Burning from Aerewe the blade horror hits Vector .45 for 30 fire damage.
Aerewe the blade horror performs a melee critical strike against Vector .45!
Vector .45 HEALS from light damage!
Aerewe the blade horror damages himself through Martyrdom!
Melee retaliation hits Aerewe the blade horror for (1 to psi shield), 1 physical, 15 light, 4 cold (22 total damage).
Vector .45 hits Aerewe the blade horror for (2 to psi shield), 4 physical, 0 light, 0 darkness (6 total damage).
Aerewe the blade horror hits Vector .45 for 115 physical, 5 light, 1 healing, 9 darkness (131 total damage) [1 healing].
Vector .45 the level 23 cornac adventurer was swallowed by the void to death by Aerewe the blade horror on level 17 of Infinite Dungeon.



















































































