Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Steamtech UI 1.1.4 Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Items Vault 1.1.2Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Berserker |
Level / Exp | 10 / 65% |
Size | medium |
Lifes / Deaths | Killed by dredge at level 9 on the 5th Dusk 122nd year of Ascendancy at 16:45 0 / 5Killed by poison ooze at level 10 on the 16th Dusk 122nd year of Ascendancy at 05:22 Killed by faerlhing at level 10 on the 17th Dusk 122nd year of Ascendancy at 04:09 Killed by poison ooze at level 10 on the 17th Dusk 122nd year of Ascendancy at 06:47 Killed by poison ooze at level 10 on the 17th Dusk 122nd year of Ascendancy at 10:14 |
Primary Stats
Strength | 32 (base 29) |
Dexterity | 17 (base 14) |
Constitution | 24 (base 22) |
Magic | 14 (base 10) |
Willpower | 20 (base 11) |
Cunning | 14 (base 13) |
Resources
Life | -1/334 |
Stamina | 89/133 |
Healing Factor | 1.0711401827872 |
Regeneration | 24.075350512905 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
Offense: Mainhand
Damage | 53 |
Accuracy | 41 |
Crit Chance | 9% |
APR | 7 |
Speed | 1.11 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 21.3 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +8% |
All | 0% |
Physical | +6% |
Arcane | +4% |
Nature | +3% |
Defense: Base
Armour (hardiness) | 22.19 (73.452380952381%) |
Defense | 12.45 |
Ranged Defense | 12.45 |
Fatigue | 13 |
Physical Save | 31.8 |
Spell Save | 23.8 |
Mental Save | 17.9 |
Defense: Resistances
Nature | + 17%( 70%) |
Physical | + 18%( 70%) |
Lightning | + 28%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Confusion Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Its effects scale with your Strength stat. |
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 172 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed maiming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
talent | Precise Strikes |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is poisoned, taking 41.33 nature damage per turn and unable to move (but can otherwise act freely). Spydric Poison |
detrimental effect | The target is poisoned and sick, doing 41.33 nature damage per turn. All damage it does is reduced by 20%. Numbing Poison |
beneficial effect | The target is recovering 3 life each turn and its healing modifier has been increased by 7%. Recovery |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
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 successfully escorted the lost anorithil to the recall portal on level 2 of Heart of the Gloom. Escort: lost anorithil (level 2 of Heart of the Gloom)As a reward you improved Cunning by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved spell save by +4. | done |
You failed to protect the repented thief from death by Zoms. Escort: repented thief (level 1 of Heart of the Gloom) | failed |
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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 orc heart. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 |
Equipment
On feet | pair of iron boots 'Smearburst' (0 def, 3 armour) pair of iron boots 'Smearburst' (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: -3% Damage when the wearer hits(melee): 2 light Changes resistances: +3% nature Changes damage: +3% nature Maximum encumbrance: +23 Physical save: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of elm arrows of accuracy (7/7, 8-11.2 power, 5 apr) quiver of elm arrows of accuracy (7/7, 8-11.2 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 8.0 - 11.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 7 Arrows are used with bows to pierce your foes to death. |
On hands | restful iron gauntlets of magic (+2) (0 def, 1 armour) restful iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 4/30) : Effective talent level: 3.0 Power cost: 30 out of 4/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 13.12 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 30/35) : Effective talent level: 3.0 Power cost: 18 out of 30/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 40 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | copper ring of clarity copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 Confusion immunity: +20% Rings can have magical properties. |
Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
Main armor | rejuvenating iron mail armour of lightning resistance (2 def, 4 armour) rejuvenating iron mail armour of lightning resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +16% lightning Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of mail. |
In main hand | Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Sunder Armour (costing 20 power out of 7/20) : Effective talent level: 2.6 Power cost: 20 out of 7/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 136% damage. If the attack hits, the target's Armour is reduced by 14 for 6 turns. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Cloak | enveloping linen cloak of Iron Throne (8 def, 0 armour) enveloping linen cloak of Iron Throne (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 Changes stats: +1 Str / +1 Con Physical save: +6 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
steel battleaxe 'Eliriaba' (18.5-27.75 power, 2 apr) steel battleaxe 'Eliriaba' (18.5-27.75 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.5 - 27.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 mind / +4 temporal When wielded/worn: Damage when the wearer is hit: 4 blight Changes resistances penetration: +5% temporal Changes damage: +6% temporal It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage when this weapon hits: +10 silence When wielded/worn: Accuracy: +10 A thin, dark dagger that seems to meld seamlessly into the shadows. |
huntsman's iron greatmaul (14-21 power, 1 apr) huntsman's iron greatmaul (14-21 power, 1 apr)Requires: - Strength 11 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage when this weapon hits: +8 nature Damage against: +8% Animal Massive two-handed maul. |
acidic iron greatsword (13-20.8 power, 1 apr) acidic iron greatsword (13-20.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid Massive two-handed swords. |
iron greatsword (11-17.6 power, 1 apr) iron greatsword (11-17.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 11.0 - 17.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Bolttooth (13-18.2 power, 3 apr) Bolttooth (13-18.2 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +5.0% Damage when the wearer hits(melee): 2 blight Changes damage: +9% arcane Sharp, long, and deadly. |
steel mace of massacre (22.5-31.5 power, 3 apr) steel mace of massacre (22.5-31.5 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Cun / +1 Dex Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant iron gauntlets (0 def, 1 armour) radiant iron gauntlets (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 Damage when the wearer hits(melee): 5 light Changes resistances: +5% light Changes damage: +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
Loridular (0 def, 3 armour) Loridular (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Damage when the wearer is hit: 8 blight Changes resistances: +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
agate 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. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
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 (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, costing 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 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 is 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. |
supercharged elm totem of cure poisons [power 1] (29 cooldown) supercharged elm totem of cure poisons [power 1] (29 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons from the target, placing all other charms into a 29 cooldown. Natural totems are made by powerful wilders to store nature power. |
amethyst 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% Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
4 citrine 4 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. |
2 zircon 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Zoms hits Poison ooze for 16 light damage.
Talent Sunder Armour is ready to use.
Poison ooze is not intimidated!
Poison ooze is not intimidated!
Poison ooze is not intimidated!
Poison ooze is not intimidated!
Poison ooze is not intimidated!
Poison ooze is not intimidated!
Zoms deactivates Daunting Presence.
Spydric Poison from Poison ooze hits Zoms for 34 nature damage.
Poison from Poison ooze hits Zoms for 3 nature damage.
Numbing Poison from Poison ooze hits Zoms for 34 nature damage.
Zoms hits Poison ooze for 48 physical, 3 light (51 total damage).
Zoms shrugs off the effect 'Poison'!
Zoms stops being poisoned.
Poison ooze hits Zoms for 1 nature damage.
Poison ooze hits Zoms for 1 nature damage.
Zoms shrugs off the effect 'Poison'!
Poison ooze hits Zoms for 1 nature damage.
Spydric Poison from Poison ooze hits Zoms for 34 nature damage.
Numbing Poison from Poison ooze hits Zoms for 34 nature damage.
Zoms casts Rune: Teleportation.
Spydric Poison from Poison ooze hits Zoms for 34 nature damage.
Numbing Poison from Poison ooze hits Zoms for 34 nature damage.
You are unable to move!
Talent Stunning Blow is ready to use.
Saving game...