
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Ashes of Urh'Rok 1.4.0Official 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip: Enhanced tooltips v 2.6 for ToME 1.4.8 1.4.8Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Archmage |
| Level / Exp | 12 / 53% |
| Size | small |
| Lifes / Deaths | Killed by Ritch Great Hive Mother at level 7 on the 5th Mirth 122nd year of Ascendancy at 11:30 0 / 5Killed by will o' the wisp at level 10 on the 7th Mirth 122nd year of Ascendancy at 20:03 Killed by skeleton archer at level 10 on the 7th Mirth 122nd year of Ascendancy at 21:31 Killed by Ivilaith the armoured skeleton warrior at level 11 on the 9th Mirth 122nd year of Ascendancy at 00:02 Killed by barrow wight at level 12 on the 10th Flare 122nd year of Ascendancy at 20:59 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 8 (base 10) |
| Constitution | 13 (base 17) |
| Magic | 33 (base 32) |
| Willpower | 31 (base 25) |
| Cunning | 22 (base 11) |
Resources
| Life | -66/184 |
| Mana | 97/193 |
| Healing Factor | 1 |
| Regeneration | 30.99 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 12 |
| Accuracy | 2 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 5% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 7 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 13 |
| Spell Save | 32 |
| Mental Save | 35 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 81% |
| Disarm Resistance | 20% |
| Silence Resistance | 46% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 86 damage for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Power |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Feather Wind |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 29.24 life per turn. Regeneration |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed skeleton mage skull. | active |
Equipment
| Tool | [vs. Alidin [power 129] (6 cooldown) (Tool)] Alidin [power 129] (6 cooldown)Alidin [power 129] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Stamina each turn: +0.60 (-) Only die when reaching: -20.00 life (-) Maximum life: +20.00 (-) Maximum vim: +7.00 (-) It can be used to creates a wall of flames lasting 4 turns (dealing 129 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. Shadowimmortal the steel ring (On fingers, 1 of 2)] Shadowimmortal the steel ringShadowimmortal the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 0(-15) item darkness numbing Changes resistances penetration: +10%(-) darkness Changes damage: +9%(-) blight Disarm immunity: +20% (-) Pinning immunity: +20% (-) Knockback immunity: +23% (-) Maximum life: +20.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Shadowimmortal the steel ring (On fingers, 1 of 2)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Fatigue: -7% Damage (Melee): 0(-15) item darkness numbing Changes stats: +6 Cun Changes resistances penetration: +0%(-10%) darkness Changes damage: +0%(-9%) blight / +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| Around neck | [vs. steel amulet 'Aralachak' (Around neck)] steel amulet 'Aralachak'steel amulet 'Aralachak' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% (-) Changes stats: +1(-) Mag / +1(-) Cun / +1(-) Con Life regen: +1.50 (-) See invisible: +3 (-) Amulets can have magical properties. |
| In main hand | [vs. shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)] shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element)shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. 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: Changes damage: +15%(-) lightning Talents granted: +1.00(-) Command Staff Physical save: +6 (+6 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +7 (+3 eff.) (-) Mana each turn: +0.18 (-) Maximum mana: +36.00 (-) Spellpower: +6 (+3 eff.) (-) Spell crit. chance: +5% (-) Staves designed for wielders of magic, by the greats of the art. |
| On feet | [vs. miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour) (On feet)] miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour)miner's pair of rough leather boots of uncanny dodging (2 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +2 (+2 eff.) (-) Ranged Defense: +2 (+1 eff.) (-) Fatigue: +1% (-) Infravision radius: +1 (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern (Light source)] brass lanternbrass lantern 2.00 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. |
| On head | [vs. rough leather cap (0 def, 1 armour) (On head)] rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) A cap made of leather. |
| Main armor | [vs. spellwoven woollen robe of blight (+11%) (0 def, 0 armour) (Main armor)] spellwoven woollen robe of blight (+11%) (0 def, 0 armour)spellwoven woollen robe of blight (+11%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11%(-) blight Changes damage: +11%(-) blight Spell save: +17 (+8 eff.) (-) Spellpower: +2 (+1 eff.) (-) Spell crit. chance: +2% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(+0.0 - +1.5) Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+22) Physical crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+18 eff.) Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Mana each turn: +0.00 (-0.18) Maximum mana: +0.00 (-36.00) Spellpower: +0 (+0 eff.) (-6 (-3 eff.)) Spell crit. chance: +0% (-5%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
[vs. shimmering ash magestaff of fate (15-18 power, 3 apr, lightning element) (In main hand)] Spectral Blade (24-38.4 power, 25 apr)Spectral Blade (24-38.4 power, 25 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4(+9.0 - +20.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 (+22) Physical crit. chance: +3.0% (-) Attack speed: 111% (+11%) Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Changes damage: +0%(-15%) lightning Talent granted: +0(+-1) Command Staff Physical save: +0 (+0 eff.) (-6 (-6 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-7 (-3 eff.)) Mana each turn: +0.50 (+0.32) Maximum mana: +0.00 (-36.00) Spellpower: +5 (+3 eff.) (-1 (+0 eff.)) Spell crit. chance: +0% (-5%) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
[vs. spellwoven woollen robe of blight (+11%) (0 def, 0 armour) (Main armor)] verdant linen robe (0 def, 0 armour)This item will automatically be transmogrified when you leave the level. verdant linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +0%(-11%) blight Changes damage: +6% nature / +0%(-11%) blight Spell save: +0 (+0 eff.) (-17 (-8 eff.)) Poison immunity: +24% Disease immunity: +22% Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+4 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. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 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. |
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 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 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. |
3 ametrine 3 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. |
citrine 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. |
zircon 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
Level 10
Got a character to level 10.By Haruhi Suzumiya the Yeek Archmage level 10
7th Mirth 122nd year of Ascendancy at 00:54 see stats
Log
Burning Shock from Barrow wight hits Haruhi Suzumiya for (23 absorbed), 0 fire (0 total damage).
Phase Door is still on cooldown for 1 turns.
Haruhi Suzumiya uses Dominant Will.
Haruhi Suzumiya hits Iceblock for 5 physical damage.
Haruhi Suzumiya hits Haruhi Suzumiya for damage.
Barrow wight casts Glacial Vapour.
Your shield crumbles under the damage!
The shield around Haruhi Suzumiya crumbles.
Armoured skeleton warrior hits Haruhi Suzumiya for (50 absorbed), 0 physical, (2 absorbed), (1 to ice), 2 lightning (2 total damage).
Barrow wight's glacial vapour area effect hits Armoured skeleton warrior for 22 cold damage.
Barrow wight's glacial vapour area effect hits Barrow wight for 4 cold damage.
Barrow wight's glacial vapour area effect hits Haruhi Suzumiya for (9 to ice), 13 cold (13 total damage).
Barrow wight's glacial vapour area effect hits Armoured skeleton warrior for 22 cold damage.
Barrow wight's glacial vapour area effect hits Armoured skeleton warrior for 18 cold damage.
Haruhi Suzumiya is free from the ice.
Haruhi Suzumiya is not stunned anymore.
Haruhi Suzumiya is not stunned anymore.
Talent Lightning is ready to use.
Talent Command Staff is ready to use.
Talent Fireflash is ready to use.
Talent Chain Lightning is ready to use.
Talent Flame is ready to use.
Talent Flameshock is ready to use.
Talent Phase Door is ready to use.
Talent Infusion: Regeneration is ready to use.
Haruhi Suzumiya uses Infusion: Regeneration.
Haruhi Suzumiya starts regenerating health quickly.
Barrow wight casts Chain Lightning.
Saving game...
