












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 18 / 79% |
| Size | small |
| Lifes / Deaths | Killed by Sam at level 18 on the 46th Haze 122nd year of Ascendancy at 16:38 / 2Killed by Sam at level 18 on the 46th Haze 122nd year of Ascendancy at 17:10 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 57 (base 39) |
| Constitution | 24 (base 21) |
| Magic | 11 (base 10) |
| Willpower | 15 (base 13) |
| Cunning | 47 (base 27) |
Resources
| Life | -160/483 |
| Stamina | 168/193 |
| Healing Factor | 1.4772674059366 |
| Regeneration | 20.330467749912 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 41.659795546394 |
| See Invisible | 41.659795546394 |
Offense: Mainhand
| Damage | 58 |
| Accuracy | 64 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +6% |
| Nature | +3% |
| Cold | +10% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +10% |
| Fire | +5% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 45.764593763945 (59.794990797553%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 7.9238052216851 |
| Physical Save | 25 |
| Spell Save | 23 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 9%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 32%( 70%) |
| All | 0%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 9%( 70%) |
| Mind | + 9%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Bleed Resistance | 50% |
| Silence Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Cunning 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: 5 acid, 4 temporal, 3 physical, 3 arcane, 4 nature |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 221 damage for 3 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.50 |
| 3/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 |
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 | pair of hardened leather boots 'Glimmerquench' (25 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +25 (+6 eff.) Changes resistances: +6% light / +9% fire Changes damage: +6% light Disarm immunity: +10% Life regen: +4.00 Stamina each turn: +0.70 Maximum stamina: +16.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Quiver | Frigidusher the pouch of iron shots (22/22, 110% power, 1 apr)Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 22 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage Damage (Ranged): +7 physical / +4 fire / +8 cold Damage (radius 1) on hit: +20 cold Shots are used with slings to pummel your foes to death. |
| Light source | MayydheweInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Damage when hit (Melee): 2 mind Changes stats: +2 Dex Physical save: +6 (+3 eff.) Only die when reaching: -20.00 life Light radius: +3 Healing mod.: +10% 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 | cashmere wizard hat 'Unlightshear' (2 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+4 eff.) Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Cun / +2 Dex Changes damage: +3% fire Mental save: +9 (+5 eff.) Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
| On hands | Emelora the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes resistances: +3% light / +9% cold Physical save: +5 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disease immunity: +10% Disarm immunity: +20% Life regen: +4.00 Healing mod.: +15% When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Glywen the Kindlepassion [power 25] (13/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +1% physical Changes resistances penetration: +5% fire Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Blindness immunity: +24% Infravision radius: +4 See stealth: +5 See invisible: +5 Rings make your fingers look great! |
| On fingers | steel ring 'Sparkpall'Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Changes stats: +9 Dex / +4 Cun / +2 Con Changes resistances: +9% mind Changes resistances penetration: +10% lightning / +10% mind Changes damage: +6% lightning Spell save: +12 (+6 eff.) Maximum stamina: +14.00 Rings make your fingers look great! |
| Around neck | PhlegmmortalInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +3% nature Cut immunity: +50% Equilibrium when hit: +0.04 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 209 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Gleamhunter the rough leather slingRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +6 cold Damage (radius 2) on crit: +4 mind When wielded/worn: Effects on ranged hit: * 10% chance to reduce all saves and defense by 19 Changes stats: +2 Cun Changes damage: +10% cold Psi when hit: +0.04 Mindpower: +5 (+2 eff.) Mental crit. chance: +4% Light radius: +3 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | GlorumitaInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Dex Stamina each turn: +1.00 Only die when reaching: -40.00 life Maximum life: +31.00 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 126% power, 60 block)Requires: - Shield usage training - Cunning 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 126% Range: 1.4x Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Zanekhad (12 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Changes resistances: +9% blight / +3% cold Physical save: +6 (+3 eff.) Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Armiharaleg (3 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +1 Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to slow global speed by 44% Changes stats: +1 Mag Maximum life: +21.00 A suit of armour made of leather. |
Inventory
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
copper ring 'Emelewen'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Silence immunity: +20% Disarm immunity: +10% Only die when reaching: -40.00 life Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.vined mindstar 'Scabgore' (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 44% * 8% chance to reduce armor by 15% Damage (radius 1) on hit: +16 mind / +20 nature When wielded/worn: Talent granted: +1 Attune Mindstar Equilibrium when hit: +0.08 Maximum hate: +4.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
Ce'Nomina (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Armour: +1 Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% mind Physical save: +6 (+3 eff.) Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +24% Only die when reaching: -40.00 life A pair of boots made of leather. |
Sileta the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +1 Cun Changes damage: +3% mind / +3% physical A cap made of leather. |
2 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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
This item will automatically be transmogrified when you leave the level.Tempestblow Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +6% acid Changes resistances penetration: +25% lightning Changes damage: +12% lightning Physical save: +3 (+2 eff.) Blindness immunity: +30% Confusion immunity: +21% Light radius: +9 See stealth: +12 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (0/1)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 Activation costs 202 power out of 29/400. 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 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. |
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. |
This item will automatically be transmogrified when you leave the level.Flashmaster [power 254] (13/20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +6 Cun / +4 Wil Changes resistances: +6% mind Changes resistances penetration: +5% lightning Reduces incoming crit damage: 5.00% It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
2 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sam the Halfling Skirmisher level 18
43rd Dusk 122nd year of Ascendancy at 11:44 see stats
Fool of a Took! (Insane (Roguelike) difficulty)
Killed oneself as a halfling.By Sam the Halfling Skirmisher level 18
46th Haze 122nd year of Ascendancy at 16:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sam the Halfling Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 04:28 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Sam the Halfling Skirmisher level 18
66th Dusk 122nd year of Ascendancy at 18:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sam the Halfling Skirmisher level 13
1st Dusk 122nd year of Ascendancy at 07:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sam the Halfling Skirmisher level 8
10th Mirth 122nd year of Ascendancy at 21:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sam the Halfling Skirmisher level 14
24th Dusk 122nd year of Ascendancy at 06:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Sam the Halfling Skirmisher level 18
46th Haze 122nd year of Ascendancy at 16:38 see stats
Log
The shield around Sam crumbles.
Talent Counter Shot is ready to use.
Talent Pace Yourself is ready to use.
Sam activates Pace Yourself.
Sam activates Counter Shot.
Sam uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Sam starts suffocating to death!
Sam is suffocating.
Sam tries to evade attacks.
Sam's prismatic shield fades.
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
You don't see how to get there...
Sam the level 18 halfling skirmisher suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.





































































