









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Possessor |
| Level / Exp | 21 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Gymira the rogue sapper at level 21 on the 9th Haze 122nd year of Ascendancy at 16:17 / 1 |
Primary Stats
| Strength | 60 (base 50) |
| Dexterity | 18 (base 12) |
| Constitution | 15 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 56 (base 38) |
| Cunning | 22 (base 12) |
Resources
| Life | -149/340 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 0/247 |
| Healing Factor | 1.7405405405405 |
| Regeneration | 7.2232432432432 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -90% |
| Spell | 0% |
| Global | +83.615436696005% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 45 |
| Crit Chance | 23% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -24% |
| Nature | -27% |
| Cold | -15% |
| Blight | -24% |
| Physical | -24% |
| Fire | -24% |
| All | -27% |
Offense: Damage Penetration
| Blight | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 2 |
| Physical Save | 31 |
| Spell Save | 19 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 40%( 70%) |
| Arcane | 0%( 70%) |
| Cold | + 57%( 70%) |
| All | 0%( 70%) |
| Lightning | + 20%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 5% |
| Silence Resistance | 5% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -433 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 169 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 9 turns. While Heroism is active, you will only die when reaching -528 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 237 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psychic blows | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Channel Pain |
| talent | Force Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is reeling from the aftershock of a destroyed possessed body, reducing damage by 60%, reducing movement speed by 50%. Possession Aftershock |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-20% global speed). Solipsism |
| detrimental effect | Damage reduced by 46%. To The Arms |
| detrimental effect | The target has been harassed by its stalker, reducing damage by 27%. Harassed |
| beneficial effect | Mindpower (raw) increased by 15. Sadist |
| detrimental effect | Huge cut that bleeds, doing 50.93 physical damage per turn. Bleeding |
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 lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You failed to protect the lost warrior from death by Mayunor the gelatinous cube. Escort: lost warrior (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Spit Poison (+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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
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 | Tarim the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +7% lightning / +6% temporal / +2% physical / +9% cold / +6% mind / +3% fire Disease immunity: +20% Silence immunity: +5% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass 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. |
| On head | Gissra the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 blight Changes damage: +3% blight Mana each turn: +1.12 Mana when hit: +1.20 Equilibrium when hit: +0.70 Psi when hit: +1.00 Hate when hit: +1.70 Mana when firing critical spell: +1.00 Maximum mana: +50.00 Spellpower: +5 (+2 eff.) Infravision radius: +4 See stealth: +10 See invisible: +7 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 20%, and attempts to push all creatures other than yourself out of its radius, inflicting 0.63 light damage and 0.63 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | 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 (cooling down: 8 turns) 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 | savior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +7 (+4 eff.) Rings can have magical properties. |
| On fingers | copper ring 'Gogrim'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Ranged Defense: +9 (+5 eff.) Changes stats: +3 Cun / +2 Con Changes resistances: +6% acid Changes damage: +3% physical Critical mult.: +3.00% Only die when reaching: -80.00 life Healing mod.: +10% Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Velyseta the stralite greatsword (68.5-109.6 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.5 - 109.6 Uses stat: 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +13.0% Changes resistances: +6% acid / +6% nature / +3% lightning Critical mult.: +17.00% Physical save: +6 (+3 eff.) Cut immunity: +5% Massive two-handed swords. |
| On hands | Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 1.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 20.00 physical damage and knocking targets back 4 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Pyrebender (0 def, 4 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +20% blight / +18% cold / +6% acid Changes damage: +12% cold / +3% fire Life regen: +3.90 Maximum life: +88.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Arewe' (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +6 Str / +6 Dex / +3 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances penetration: +15% blight Talent mastery: +0.30 Technique / Combat training Spell save: -18 (-18 eff.) Stamina each turn: +0.90 Mana each turn: -0.26 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | CorpsejeerPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour by 30% Changes stats: +7 Mag / +10 Wil / +4 Cun Changes resistances: +3% nature Changes damage: +3% acid Amulets can have magical properties. |
Inventory
regeneration infusion of the warrior (heal 293 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Strength stat. 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. |
Isereba the StormpiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes stats: +3 Cun Changes resistances: +3% light / +3% cold Changes resistances penetration: +5% lightning Spell save: +9 (+5 eff.) Rings can have magical properties. |
dwarven-steel greatsword of projection (37-59.2 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel longsword 'Ravenarc' (16.5-23.1 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 5% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +16 lightning Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +4 darkness When wielded/worn: Changes resistances: +9% darkness Changes resistances penetration: +5% lightning Sharp, long, and deadly. |
iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
mossy mindstar (3-3.3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Isama the steel plate armour (4 def, 12 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +6% acid / +22% cold Changes damage: +6% blight Allows you to breathe in: water Spell save: +9 (+5 eff.) Life regen: +1.10 Mana each turn: +0.08 Maximum life: +40.00 Spell crit. chance: +1% Healing mod.: +14% A suit of armour made of metal plates. |
4 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. |
121 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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 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. |
webbed ash totem of thorny skin [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By The Dominator the Cornac Possessor level 12
9th Flare 122nd year of Ascendancy at 07:29 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By The Dominator the Cornac Possessor level 10
10th Mirth 122nd year of Ascendancy at 13:10 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By The Dominator the Cornac Possessor level 20
51st Dusk 122nd year of Ascendancy at 22:22 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By The Dominator the Cornac Possessor level 20
52nd Dusk 122nd year of Ascendancy at 18:03 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By The Dominator the Cornac Possessor level 15
14th Dusk 122nd year of Ascendancy at 03:00 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By The Dominator the Cornac Possessor level 10
1st Summertide 122nd year of Ascendancy at 23:53 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By The Dominator the Cornac Possessor level 10
1st Summertide 122nd year of Ascendancy at 04:15 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By The Dominator the Cornac Possessor level 18
29th Dusk 122nd year of Ascendancy at 00:26 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By The Dominator the Cornac Possessor level 16
16th Dusk 122nd year of Ascendancy at 02:17 see stats
Log
Channel Pain hits Gymira the rogue sapper for 8 mind damage.
The Dominator hits Gymira the rogue sapper for 3 acid, 4 physical, 3 blight, 1 acid, 2 physical, 1 blight (15 total damage).
Bleeding from Gymira the rogue sapper hits The Dominator for 8 to psi, 0 physical (8 total damage).
Gymira the rogue sapper hits The Dominator for 39 physical, 11 physical, 3 blight, 1 to psi, 0 physical, 0 blight (53 total damage).
The Dominator is dazed!
Your body died! You quickly return to your normal one but the shock is terrible!
The Dominator is not dazed anymore.
The Dominator is stunned!
The Dominator hits Elikira the rogue for 2 blight damage.
Mechanical Arms hits The Dominator for 7 mind damage.
Elikira the rogue uses Psyshot.
The Dominator is dazed!
The Dominator converts some damage to Psi!
The Dominator hits Gymira the rogue sapper for 17 temporal damage.
Gymira the rogue sapper hits The Dominator for 1 to psi, 12 physical (12 total damage).
The Dominator channels pain to Elikira the rogue!
The Dominator is not dazed anymore.
The Dominator converts some damage to Psi!
Force Shield hits Elikira the rogue for 12 mind damage.
Channel Pain hits Elikira the rogue for 4 mind damage.
The Dominator hits Elikira the rogue for 2 blight damage.
Elikira the rogue hits The Dominator for 1 to psi, 20 mind (21 total damage).
Elikira the rogue's Psyshot hits The Dominator for 75 mind, 6 lightning (81 total damage).
The Dominator is no longer suffering from insomnia.
The Dominator converts some damage to Psi!
Bleeding from Gymira the rogue sapper hits The Dominator for 4 to psi, 53 physical (57 total damage).
Gymira the rogue sapper uses Disarm.
The Dominator evades Gymira the rogue sapper.
Saving game...
































































