










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 20 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 19 on the 17th Wealth 122nd year of Ascendancy at 00:24 / 1 |
Primary Stats
| Strength | 54 (base 41) |
| Dexterity | 8 (base 10) |
| Constitution | 59 (base 36) |
| Magic | 18 (base 10) |
| Willpower | 50 (base 22) |
| Cunning | 21 (base 10) |
Resources
| Life | 980/980 |
| Equilibrium | 0 |
| Healing Factor | 1.3251133323992 |
| Regeneration | 13.868398160937 |
Speed
| Mental | +12.028637809585% |
| Attack | +12.028637809585% |
| Movement | +49.545105411692% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 38 |
| Crit Chance | 19% |
| APR | 18 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 17% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +22% |
| Darkness | +12% |
| Nature | +39% |
| Physical | +12% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +35% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 59.723073231957 (96.438666929426%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 30 |
| Physical Save | 37 |
| Spell Save | 33 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 36%( 70%) |
| Cold | + 28%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 26%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 22%( 70%) |
| Lightning | + 27%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 62%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 70% |
| Knockback Resistance | 20% |
| Stun Resistance | 10% |
| Poison Resistance | 32% |
| Blind Resistance | 70% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: 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 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
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 |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost warrior from death by bee swarm. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 |
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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. | 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 |
Equipment
| On feet | Sparkquill (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 physical Changes resistances: +6% lightning / +5% temporal Changes damage: +3% lightning Confusion immunity: +10% Pinning immunity: +20% Life regen: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Chalogund'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil / +1 Cun / +4 Con Changes resistances: +3% all Spell save: +6 (+3 eff.) Light radius: +4 Infravision 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 | Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Mag / +10 Wil / +10 Con Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +60% Confusion immunity: +60% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | Poluwyn (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Changes stats: +1 Str Changes damage: +12% physical Only die when reaching: -40.00 life Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Adalratira the TorchwardCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 2 fire Changes stats: +2 Str Changes resistances: +3% light / +21% acid Changes damage: +3% fire Rings make your fingers look great! |
| On fingers | treant's copper ring of nature (+29%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +29% nature / +6% blight Changes damage: +11% nature Poison immunity: +12% Disease immunity: +13% Rings make your fingers look great! |
| Around waist | Salyra the BalancemoonInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes damage: +3% nature / +9% darkness Maximum life: +34.00 Mental crit. chance: +1% A belt that goes around your waist. |
| In main hand | plaguebringer's dwarven-steel greatsword of shearing (36-58 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +10 blight When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +10% all Disease immunity: +18% Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | enlightening dwarven-steel plate armour of resilience (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +3 Cun / +5 Wil Mental save: +15 (+5 eff.) Maximum life: +26.00 A suit of armour made of metal plates. |
| Cloak | Glarevein the 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: +12% cold Changes resistances penetration: +25% light Changes damage: +12% light / +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
psionicist's copper ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
XeraldarinInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 acid Changes damage: +3% acid Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +32.00 A belt that goes around your waist. |
Chamadan the Phoenixshine (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +5% temporal / +12% fire Changes damage: +15% mind / +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Grinustir the Sepsisdash (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Str / +2 Cun / +2 Con Changes resistances: +6% lightning Changes damage: +3% nature Physical save: +11 (+5 eff.) Mental save: +10 (+4 eff.) Silence immunity: +20% Light radius: +1 A pair of boots made of leather. |
Sunfame (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +4 Dex / +2 Cun / +5 Con Changes resistances: +3% light Physical save: +11 (+5 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Nimbusmaster' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Dex / +2 Mag / +6 Lck Changes resistances penetration: +10% fire Changes damage: +3% lightning / +3% arcane / +9% blight Stealth bonus: +6 Spellpower: +5 (+2 eff.) Spell crit. chance: +1% A pair of boots made of leather. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +22% Stamina each turn: +0.40 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Brenarain' (20 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +20 (+19 eff.) Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal / +9% acid A cap made of leather. |
Brandnight the iron plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +3% fire Changes damage: +6% blight / +9% fire Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
Brenyyarin (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +1 Mag / +5 Wil / +2 Cun Changes resistances: +11% light / +11% darkness Reduces incoming crit damage: 5.00% Maximum stamina: +20.00 A suit of armour made of metal plates. |
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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+3 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. |
Frozenshaper the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str / +1 Wil Changes resistances: +9% acid / +6% cold / +5% arcane / +12% nature Mindpower: +10 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gleamgrind (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil Changes resistances penetration: +10% light Changes damage: +6% light Mental save: +9 (+3 eff.) Mindpower: +10 (+5 eff.) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron pickaxe 'Frostmaster' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 cold Changes stats: +1 Str Changes resistances: +3% temporal / +17% nature / +5% arcane Changes damage: +6% nature / +3% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Yvivea the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+4 eff.) Changes stats: +2 Cun Changes resistances: +3% all Spell save: +6 (+3 eff.) Maximum hate: +2.00 Mental crit. chance: +4% Light radius: +3 Infravision radius: +1 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. |
brass lantern 'Kilnfame'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+9 eff.) Changes resistances: +3% fire / +3% light / +3% mind Reduces incoming crit damage: 5.00% Physical save: +5 (+3 eff.) Cut immunity: +20% Light radius: +3 Healing mod.: +14% 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. |
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 (1/1)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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
quick iron torque of clear mind [power 1] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
3 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. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Karen3 the Dwarf Wyrmic level 9
27th Voratun 122nd year of Ascendancy at 14:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Karen3 the Dwarf Wyrmic level 10
5th Profit 122nd year of Ascendancy at 18:00 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Karen3 the Dwarf Wyrmic level 20
17th Wealth 122nd year of Ascendancy at 08:19 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Karen3 the Dwarf Wyrmic level 18
15th Wealth 122nd year of Ascendancy at 05:11 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Karen3 the Dwarf Wyrmic level 6
18th Voratun 122nd year of Ascendancy at 03:59 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Karen3 the Dwarf Wyrmic level 11
7th Profit 122nd year of Ascendancy at 08:27 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Karen3 the Dwarf Wyrmic level 15
26th Profit 122nd year of Ascendancy at 13:28 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Karen3 the Dwarf Wyrmic level 18
5th Wealth 122nd year of Ascendancy at 05:00 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Karen3 the Dwarf Wyrmic level 19
17th Wealth 122nd year of Ascendancy at 00:24 see stats
Log
You gain 2.41 gold from the transmogrification of hateful steel greatsword of massacre (36-58 power, 2 apr).
There is an exit to the worldmap here (press '' or right click to use).
There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 25th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
Saving done.
There is a portal back here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Today is the 26th Wealth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
Saving done.
Quest 'Storming the city' status updated! (Press 'j' to see the quest log)
Ran for 5 turns (stop reason: didn't move).
You don't see how to get there...
You don't see how to get there...
Bought: treant's copper ring of nature (+29%) for 108.00 gold.
Karen3 wears (replacing psionicist's copper ring of tenacity): treant's copper ring of nature (+29%).
















































































