
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Doombringer |
| Level / Exp | 20 / 58% |
| Size | small |
| Lifes / Deaths | Killed by gladiator at level 10 on the 76th Pyre 122nd year of Ascendancy at 18:53 0 / 6Killed by arcane blade at level 11 on the 76th Pyre 122nd year of Ascendancy at 19:44 Killed by Xerisetha the rogue at level 20 on the 9th Flare 122nd year of Ascendancy at 03:50 Killed by Lisyvena the thief at level 20 on the 9th Flare 122nd year of Ascendancy at 05:17 Killed by Lisyvena the thief at level 20 on the 9th Flare 122nd year of Ascendancy at 06:31 Killed by IdealHero at level 20 on the 9th Flare 122nd year of Ascendancy at 06:35 |
Primary Stats
| Strength | 42 (base 45) |
| Dexterity | 15 (base 10) |
| Constitution | 26 (base 23) |
| Magic | 43 (base 30) |
| Willpower | 38 (base 10) |
| Cunning | 24 (base 11) |
Resources
| Life | 495/495 |
| Positive | 1/107 |
| Stamina | 247/247 |
| Vim | 209/209 |
| Healing Factor | 1.12 |
| Regeneration | 5.5636526136636 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +111.57297342027% |
Vision
| Sight | 10 |
| Lite | 2 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 42 |
| Crit Chance | 17% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28.1 |
| Crit Chance | 7% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 22.353775816825 |
| Ranged Defense | 23.853775816825 |
| Fatigue | 8 |
| Physical Save | 27.8375 |
| Spell Save | 36.9625 |
| Mental Save | 32.757891693266 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 40% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 75% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43 with a minimum range of 15. Its effects scale with your Dexterity 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 240 life over 5 turns. Its effects scale with your Magic stat. |
| 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 243 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Yeek | 1.20 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | 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 Shade. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | Kamahad the pair of iron boots (4 def, 3 armour) Kamahad the pair of iron boots (4 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +4 (+2 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: +2% Changes stats: +3 Mag / +8 Wil / +3 Cun Heals friendly targets nearby when you use a nature summon: +10 It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | linen wizard hat 'Pitchpeal' (1 def, 0 armour) linen wizard hat 'Pitchpeal' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +4 Wil / +4 Mag Changes resistances: +22% darkness / +15% acid Changes damage: +17% darkness Spellpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 1 tidal wave that expands slowly over 7 turns, dealing 14.94 cold and 14.68 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| Around neck | copper amulet 'Daygore' copper amulet 'Daygore'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex / +1 Mag / +3 Wil / +2 Cun Changes resistances: +13% cold / +14% fire Changes damage: +6% light Grants telepathy: Demon/Minor Demon/Major Physical save: +11 (+6 eff.) Spell save: +13 (+5 eff.) Mental save: +12 (+6 eff.) Amulets can have magical properties. |
| In main hand | Turomnir the Brightviper (18-27 power, 1 apr) Turomnir the Brightviper (18-27 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +12 light / +22 temporal / +20 nature When wielded/worn: Armour penetration: +9 Effects on melee hit: * 30% chance to blind Changes resistances: +3% light Changes resistances penetration: +5% lightning / +9% physical Changes damage: +6% light / +10% physical Massive two-handed mauls. |
| Main armor | rough leather armour 'Dagivon' (1 def, 2 armour) rough leather armour 'Dagivon' (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 arcane Damage (Ranged): 6 arcane Damage when hit (Melee): 8 blight Changes resistances: +6% blight / +17% fire Changes damage: +3% physical Reduces incoming crit damage: 15.00% Maximum encumbrance: +20 Life regen: +1.30 Mana each turn: +0.14 Maximum life: +50.00 Spellpower: +7 (+2 eff.) Healing mod.: +12% A suit of armour made of leather. |
| Cloak | Silessra (1 def, 0 armour) Silessra (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +6 Defense: +1 (+0 eff.) Changes stats: +5 Dex / +3 Mag / +3 Wil / +4 Cun / +2 Con Changes resistances: +1% physical Changes resistances penetration: +15% physical Only die when reaching: -20.00 life Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Inventory
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +22% Life regen: +0.80 Rings can have magical properties. |
Zubariarin the ash magestaff (15-18 power, 3 apr, lightning element) Zubariarin the ash magestaff (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Effects on melee hit: * 10% chance to disease Changes resistances: +6% mind / +12% acid Changes damage: +15% lightning Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Mana each turn: +0.19 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +53.00 Maximum vim: +17.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 26.66 - 31.99 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe (21-29.4 power, 4 apr)dwarven-steel waraxe (21-29.4 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)scholar's pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubirin the iron mail armour (8 def, 8 armour) Zubirin the iron mail armour (8 def, 8 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +8 Defense: +8 (+4 eff.) Fatigue: +8% Changes stats: +2 Wil / +2 Cun / +2 Con Changes resistances: +6% physical Maximum encumbrance: +20 Physical save: +12 (+6 eff.) Mental save: +12 (+6 eff.) Life regen: +0.60 Maximum hate: +4.00 A suit of armour made of mail. |
3 agate 3 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. |
99 alchemist agate 99 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 spinel 3 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. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 103.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 103.84 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rod of Recall (1/1) 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, costing 202 power out of 269/400. 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 amethyst 2 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. |
4 ametrine 4 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. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 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
Hell has no fury like a demon scorned! (Uniques)
Escaped the Searing Halls.By IdealHero the Yeek Doombringer level 9
76th Pyre 122nd year of Ascendancy at 02:44 see stats
Level 10 (Uniques)
Got a character to level 10.By IdealHero the Yeek Doombringer level 10
76th Pyre 122nd year of Ascendancy at 03:19 see stats
Level 20 (Uniques)
Got a character to level 20.By IdealHero the Yeek Doombringer level 20
9th Flare 122nd year of Ascendancy at 03:05 see stats
The Arena (Uniques)
Unlocked Arena mode.By IdealHero the Yeek Doombringer level 11
76th Pyre 122nd year of Ascendancy at 20:15 see stats
Log
IdealHero hits Lisyvena the thief for 8 blight, 8 blight (15 total damage).
Lisyvena the thief hits IdealHero for 50 physical, 4 mind, 19 darkness, 29 physical, 19 darkness (121 total damage).
Lisyvena the thief is on fire!
Lisyvena the thief's is surrounded with an all-consuming flame!
IdealHero hits Lisyvena the thief for 75 light, , 16 temporal, 15 nature, 10 light, , 4 arcane, , 5 fire (125 total damage).
Lisyvena the thief hits IdealHero for 19 darkness damage.
Insidious Poison from Lisyvena the thief hits IdealHero for 18 nature damage.
Numbing Poison from Lisyvena the thief hits IdealHero for 13 nature damage.
Lisyvena the thief's is no longer blazing.
Lisyvena the thief is no longer evading attacks.
Lisyvena the thief is released.
Burning from IdealHero hits Lisyvena the thief for 2 fire damage.
Lisyvena the thief performs a melee critical strike against IdealHero!
Lisyvena the thief misses IdealHero.
IdealHero hits Lisyvena the thief for 6 blight damage.
Lisyvena the thief hits IdealHero for 106 physical damage.
IdealHero the level 20 yeek doombringer was struck to death by Lisyvena the thief on level 1 of Unknown tunnels.
You have no more lives left.
IdealHero deactivates Flame of Urh'Rok.
IdealHero is no longer poisoned.
IdealHero is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Lisyvena the thief killed IdealHero!
Talent Draining Assault is ready to use.
Saving done.
Saving game...
