Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
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 | Ogre |
Class | Possessor |
Level / Exp | 10 / 13% |
Size | huge |
Lifes / Deaths | Killed by Zubilaith the copperhead snake at level 10 on the 54th Dusk 122nd year of Ascendancy at 08:44 / 1 |
Primary Stats
Strength | 15 (base 12) |
Dexterity | 20 (base 15) |
Constitution | 25 (base 11) |
Magic | 20 (base 10) |
Willpower | 36 (base 32) |
Cunning | 22 (base 12) |
Resources
Life | -48/292 |
Psi | 0/180 |
Healing Factor | 1.2597324414716 |
Regeneration | 11.022658862876 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +99.575077085281% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 6 |
Offense: Mainhand
Damage | 17 |
Accuracy | 31 |
Crit Chance | 10% |
APR | 14 |
Speed | 0.80 |
Offense: Offhand
Damage | 8 |
Accuracy | 39 |
Crit Chance | 8% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Light | +11% |
Blight | +12% |
Cold | +8% |
Fire | +8% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 0 |
Physical Save | 17 |
Spell Save | 30 |
Mental Save | 20 |
Defense: Resistances
Temporal | + 16%( 70%) |
Light | + 25%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Bleed Resistance | 5% |
Teleport Resistance | 5% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 150 damage for 4 turns. |
Class Talents
Psionic / Possession | 1.50 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic blows | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Channel Pain |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-0% global speed). Solipsism |
detrimental effect | The target is poisoned, taking 2.14 nature damage per turn and decreasing all heals received by 20%. Insidious Poison |
beneficial effect | The target is recovering 9 life each turn. Recovery |
beneficial effect | Mindpower (raw) increased by 8. Sadist |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lost sun paladin from death by Prox the Mighty. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 |
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 red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed minotaur nose. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | pair of dwarven-steel boots 'Zubethra' (0 def, 4 armour) pair of dwarven-steel boots 'Zubethra' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Changes damage: +12% blight Spell save: +6 (+3 eff.) Life regen: +3.80 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +13% Healing mod.: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | acidic pouch of steel shots of erosion (11/18, 19.5-23.4 power, 2 apr) acidic pouch of steel shots of erosion (11/18, 19.5-23.4 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +6 temporal / +6 nature Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Bokodor' brass lantern 'Bokodor'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% temporal Physical save: +3 (+3 eff.) Blindness immunity: +10% Pinning immunity: +5% Maximum life: +40.00 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 | cashmere wizard hat 'Tulanik' (2 def, 2 armour) cashmere wizard hat 'Tulanik' (2 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Changes stats: +5 Mag / +6 Wil / +3 Con Reduces incoming crit damage: 15.00% Cut immunity: +5% Teleport immunity: +5% Mana each turn: +0.10 Spellpower: +7 (+4 eff.) Spell crit. chance: +4% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 44.58 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | mule's copper ring of light (+22%) mule's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +20 Rings can have magical properties. |
On fingers | steel ring of blinding strikes steel ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 23 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 29 light Rings can have magical properties. |
Around waist | Loramadin LoramadinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +4 Cun / +6 Con Spell save: +6 (+3 eff.) See invisible: +6 Size category: +1 A belt that goes around your waist. |
In main hand | cured leather sling 'Brodokor' cured leather sling 'Brodokor'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +6 cold / +7 fire When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +8% cold / +8% fire Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spell crit. chance: +1% Damage Shield penetration: +16% Slings are used to hurl stones or metal shots at your foes. |
On hands | hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +2 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | gifted mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage) gifted mossy mindstar of life (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 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: Life regen: +0.50 Maximum life: +10.00 Mindpower: +5 (+2 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. |
Main armor | rejuvenating hardened leather armour of Eyal (3 def, 6 armour) rejuvenating hardened leather armour of Eyal (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+3 eff.) Fatigue: +8% Life regen: +3.90 Stamina each turn: +0.80 Maximum life: +40.00 Healing mod.: +15% A suit of armour made of leather. |
Around neck | wanderer's steel amulet of murder wanderer's steel amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +12 Fatigue: -6% Changes stats: +3 Dex / +4 Cun / +5 Con Critical mult.: +11.00% Life regen: +0.30 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Inventory
copper ring 'Layyriavea' copper ring 'Layyriavea'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% lightning Changes damage: +12% mind Physical save: +7 (+5 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+4 eff.) Silence immunity: +5% Confusion immunity: +5% Pinning immunity: +5% Rings can have magical properties. |
mossy mindstar (3-3.3 power, 12 apr, nature damage) mossy mindstar (3-3.3 power, 12 apr, nature 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: Nature 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 (+1 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. |
truestriking iron waraxe (12.5-17.5 power, 2 apr) truestriking iron waraxe (12.5-17.5 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +5 Changes resistances penetration: +6% physical One-handed war axes. |
Gilamaran the rough leather belt Gilamaran the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +6 (+4 eff.) Changes resistances: +6% lightning / +6% temporal / +6% mind Physical save: +9 (+6 eff.) Stun/Freeze immunity: +5% A belt that goes around your waist. |
linen robe (0 def, 0 armour) 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. |
This item will automatically be transmogrified when you leave the level. Kindlepain the iron gauntlets (0 def, 1 armour)Kindlepain the iron gauntlets (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+4 eff.) Armour: +1 Changes stats: +2 Str Changes resistances: +9% mind Changes resistances penetration: +5% mind Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets of magic (+2) (0 def, 1 armour) polar iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Mag Changes resistances: +5% cold Changes damage: +3% arcane / +4% cold Metal gloves protecting the hands up to the middle of the lower arm. |
grounding iron helm of strength (+3) (0 def, 3 armour) grounding iron helm of strength (+3) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
47 alchemist agate 47 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 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. |
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 (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. |
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. |
3 zircon 3 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
By IEatYouFromTheInside the Ogre Possessor level 6
28th Dusk 122nd year of Ascendancy at 13:14 see stats
By IEatYouFromTheInside the Ogre Possessor level 10
54th Dusk 122nd year of Ascendancy at 00:19 see stats
By IEatYouFromTheInside the Ogre Possessor level 9
46th Dusk 122nd year of Ascendancy at 08:23 see stats
By IEatYouFromTheInside the Ogre Possessor level 6
13rd Dusk 122nd year of Ascendancy at 08:03 see stats
Log
IEatYouFromTheInside casts Rune: Shielding.
A shield forms around IEatYouFromTheInside.
IEatYouFromTheInside shoots!
IEatYouFromTheInside channels pain to Zubilaith the copperhead snake!
Zubilaith the copperhead snake's Shoot hits IEatYouFromTheInside for (29 absorbed), 0 physical, (5 absorbed), 0 cold, (2 absorbed), 0 nature (0 total damage).
Channel Pain hits Zubilaith the copperhead snake for 11 mind damage.
IEatYouFromTheInside receives 10 healing (2 psi heal).
Insidious Poison from Zubilaith the copperhead snake hits IEatYouFromTheInside for (2 absorbed), 0 nature (0 total damage).
Zubilaith the copperhead snake uses Slip Away.
IEatYouFromTheInside shoots!
IEatYouFromTheInside uses Possess.
Zubilaith the copperhead snake's mind is convulsing.
Possess from IEatYouFromTheInside hits Zubilaith the copperhead snake for 14 mind damage.
Zubilaith the copperhead snake strafes with his steamguns!
IEatYouFromTheInside receives 10 healing (2 psi heal).
Insidious Poison from Zubilaith the copperhead snake hits IEatYouFromTheInside for (2 absorbed), 0 nature (0 total damage).
IEatYouFromTheInside channels pain to Zubilaith the copperhead snake!
Zubilaith the copperhead snake's Strafe performs a ranged critical strike against IEatYouFromTheInside!
Your shield crumbles under the damage!
The shield around IEatYouFromTheInside crumbles.
IEatYouFromTheInside loses sight!
IEatYouFromTheInside converts some damage to Psi!
Something hits IEatYouFromTheInside for (24 absorbed), 11 to psi, 53 physical, 1 to psi, 3 acid, 1 to psi, 4 nature, 0 to psi, 1 nature (73 total damage).
Zubilaith the copperhead snake's Strafe hits IEatYouFromTheInside for (32 absorbed), 0 physical, (5 absorbed), 0 cold, (2 absorbed), 0 nature (0 total damage).
Channel Pain hits Zubilaith the copperhead snake for 14 mind damage.
IEatYouFromTheInside shoots!
IEatYouFromTheInside channels pain!
Saving game...