Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | Starseeker Class 1.0.4 Misc objects Addon 1.0.4 All Rare Monsters, All The Time 1.0.4 Predator Class 1.0.4 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 15 / 52% |
Size | medium |
Lifes / Deaths | Killed by Nerewyn the electric eel at level 15 on the 1st Flare 122nd year of Ascendancy at 05:44 / 1 |
Primary Stats
Strength | 34.72603609441 (base 40) |
Dexterity | 42 (base 40) |
Constitution | 42 (base 40) |
Magic | 40 (base 40) |
Willpower | 40 (base 40) |
Cunning | 40 (base 40) |
Resources
Life | -4/468 |
Stamina | 130/217 |
Equilibrium | 10 |
Healing Factor | 1.2629220270901 |
Regeneration | 32.671792840821 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +6% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 10 |
Offense: Mainhand
Damage | 62 |
Accuracy | 55 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Acid | +9% |
Offense: Damage Penetration
Lightning | +5% |
Light | +5% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 39 (100%) |
Defense | 22.1 |
Ranged Defense | 26.1 |
Fatigue | 29.5 |
Physical Save | 33.427056316522 |
Spell Save | 46 |
Mental Save | 24 |
Defense: Resistances
Darkness | + 28%( 70%) |
Lightning | + 30%( 70%) |
Nature | + 28%( 70%) |
Acid | + 28%( 70%) |
Fire | + 33%( 70%) |
Physical | + 28%( 70%) |
Cold | + 30%( 70%) |
All | + 23%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Disarm Resistance | 44% |
Stun Resistance | 22% |
Poison Resistance | 5% |
Knockback Resistance | 43% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 13% for 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Two-handed weapons | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Superiority | 1.50 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target is recovering 8 life each turn and its healing modifier has been increased by 21%. Recovery |
detrimental effect | The target is infected by a disease, reducing its strength by 9 and doing 18.71 blight damage per turn. Weakness Disease |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You failed to protect the injured seer from death by Xerureba the wolf. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Mindstar mastery (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
Equipment
On feet | Blastpain (0 def, 3 armour) Blastpain (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when the wearer hits(melee): 6 physical Changes resistances penetration: +5% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | deadly pouch of iron shots of psychokinesis (19/19, 15-18 power, 1 apr) deadly pouch of iron shots of psychokinesis (19/19, 15-18 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 19 Special effect when this weapon hits: 10% chance to knock the target back Damage when this weapon hits(ranged): +6 physical Shots are used with slings to pummel your foes to death. |
Light source | Layeldamina LayeldaminaInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 4 acid Changes resistances: +3% cold / +3% lightning / +6% nature / +6% darkness Changes damage: +3% acid 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. |
On head | Durahir (0 def, 3 armour) Durahir (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 Armour: +3 Fatigue: +5% Changes resistances penetration: +10% physical Life regen: +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | rough leather gloves of dexterity (+2) (0 def, 1 armour) rough leather gloves of dexterity (+2) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +1 Changes stats: +2 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Mayinn of thermal psionic shield [power 25] (12 cooldown) Mayinn of thermal psionic shield [power 25] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 Healing mod.: +5% It can be used to setup a psionic shield, reducing all fire and cold damage by 25 for 6 turns, placing all other charms into a 12 cooldown. Torques are made by powerful psionics to store psionic powers. |
On fingers | mule's copper ring of tenacity mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +21% Rings can have magical properties. |
On fingers | Erelugorn ErelugornInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% fire Poison immunity: +5% Cut immunity: +10% Psi per kill: +1.00 Mindpower: +4 Rings can have magical properties. |
Around neck | Viperjeer ViperjeerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 fire Damage when the wearer is hit: 8 nature / 12 fire Amulets can have magical properties. |
In main hand | steel longsword of massacre (18-25.2 power, 3 apr) steel longsword of massacre (18-25.2 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Sharp, long, and deadly. |
Around waist | Hathotar HathotarInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Str / +1 Con Damage when the wearer hits(melee): 2 acid Changes damage: +6% acid A belt that goes around your waist. |
In off hand | Nerytta (8 def, 2 armour, 31.5 dam, 80 block) Nerytta (8 def, 2 armour, 31.5 dam, 80 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.5% Block value: +80 Damage conversion: 20% mind When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Damage when the wearer hits(melee): 2 temporal Talent granted: +3 Block Critical mult.: +5.00% Equilibrium when hit: +0.04 Psi when firing a critical mind attack: +1.00 Hate per kill: +2.00 Life regen bonus (wilder-summons): +1.00 Handheld deflection devices |
Cloak | Glarespitter (1 def, 0 armour) Glarespitter (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer hits(melee): 4 mind Damage when the wearer is hit: 12 mind Changes resistances penetration: +5% light Changes damage: +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked steel plate armour of the dragon (4 def, 9 armour) spiked steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes stats: +1 Str / +1 Con Damage when the wearer is hit: 11 physical Changes resistances: +6% physical / +6% fire / +6% cold / +6% lightning / +6% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +22% Knockback immunity: +22% A suit of armour made of metal plates. |
Inventory
regeneration infusion (heal 88 over 5 turns) regeneration infusion (heal 88 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 88 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Umbral Razor (20-26 power, 10 apr) Umbral Razor (20-26 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 35% Str, 15% Mag, 45% Dex Damage type: Physical Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +3 Mag Changes resistances: +10% darkness Changes damage: +5% darkness Stealth bonus: +8 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10.00 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 46.40 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Sunblight SunblightRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Attack speed: 80% Firing range: +6 Damage conversion: 10% light When wielded/worn: Armour: +2 Changes resistances: +6% light Disarm immunity: +5% Light radius: +1 Longbows are used to shoot arrows at your foes. |
acidic iron rapier of vileness (7-9.8 power, 3 apr) acidic iron rapier of vileness (7-9.8 power, 3 apr)Requires: - Cunning 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / rapier ; tier 1 Base power: 7.0 - 9.8 Uses stats: 60% Cun, 40% Dex Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid / +5 blight Burst (radius 2) on crit: +8 corrupted blood Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +20% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.10 Spell / Stone +0.20 Spell / Earth Spellpower: +6 It can be used to activate talent Stone Wall (costing 28 power out of 50/50) : Effective talent level: 1.0 Power cost: 28 out of 50/50. Range: 7.00 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 32.95 physical dmage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +1 Wil / +1 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spiked iron plate armour of delving (3 def, 7 armour) spiked iron plate armour of delving (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes stats: +4 Str Damage when the wearer is hit: 10 physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Eclipserebel (6 def, 2 armour, 14.5 dam, 39 block) Eclipserebel (6 def, 2 armour, 14.5 dam, 39 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +3.0% Block value: +39 Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes damage: +3% darkness Talent granted: +2 Block Handheld deflection devices |
Mayida (4 def, 4 armour, 11 dam, 17 block) Mayida (4 def, 4 armour, 11 dam, 17 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +2.5% Block value: +17 Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +4 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Poison immunity: +10% Stun/Freeze immunity: +10% Handheld deflection devices |
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 Gems can be sold for money or used in arcane rituals. |
250 alchemist agate 250 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. |
opal 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 Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 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 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb 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 (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 114 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 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
5 ametrine 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% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Mayynn the swarm hive is not intimidated!
Styg is not stunned anymore.
Styg has recovered!
Mayynn the swarm hive hits Styg for 121 blight damage.
Silira the water imp hits Mayynn the swarm hive for 36 fire damage.
Silira the water imp hits Styg for 42 fire damage.
Nerewyn the electric eel uses Dirty Fighting.
Styg resists the stun and Nerewyn the electric eel quickly gets back on feet!
Styg hits Nerewyn the electric eel for 9 physical, 11 fire, 4 acid, 6 nature, 11 mind damage (total 38.05).
Nerewyn the electric eel hits Styg for 6 darkness, 6 blight damage (total 11.37).
Nerewyn the electric eel uses Block.
Silira the water imp hits Styg for 20 light damage.
Styg uses Infusion: Wild.
Styg lessens the pain.
Styg uses Infusion: Regeneration.
Styg starts regenerating health quickly.
Mayynn the swarm hive casts Blood Spray.
Mayynn the swarm hive is not intimidated!
Styg is afflicted by a weakness disease!
Talent Death Blow is ready to use.
Talent Relaxed Shot is ready to use.
Talent Warshout is ready to use.
Talent Nature's Touch is ready to use.
Styg deactivates Daunting Presence.
Mayynn the swarm hive hits Styg for 68 blight, 14 blight damage (total 81.13).
Nerewyn the electric eel casts Lightning.
Saving done.
Saving done.
Saving game...