Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Ashes of Urh'Rok 1.2.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 11 / 16% |
Size | big |
Lifes / Deaths | Killed by skeleton mage at level 11 on the 5th Flare 122nd year of Ascendancy at 18:47 / 1 |
Primary Stats
Strength | 30 (base 26) |
Dexterity | 22 (base 14) |
Constitution | 16 (base 13) |
Magic | 8 (base 10) |
Willpower | 28 (base 26) |
Cunning | 20 (base 13) |
Resources
Life | -5/319 |
Hate | 78/100 |
Healing Factor | 0.79654376186092 |
Regeneration | 0.19913594046523 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 37 |
Accuracy | 36 |
Crit Chance | 13% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 7 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 28.3 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
All | -22% |
Defense: Base
Armour (hardiness) | 8 (30%) |
Defense | 23.6 |
Ranged Defense | 26.6 |
Fatigue | 0 |
Physical Save | 29.313590764889 |
Spell Save | 18.6 |
Mental Save | 24.163590764889 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Disarm Resistance | 21% |
Confusion Resistance | 20% |
Fear Resistance | 28% |
Stun Resistance | 28% |
Poison Resistance | 30% |
Knockback Resistance | 49% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
talent | Stalk |
talent | Gloom |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The target has been weakened, reducing all damage inflicted by 22%. Weakened |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Stalking skeleton mage. Bonus level 2: +6 attack, +11% melee damage, +1.00 hate/turn prey was hit. Stalking 15/148 +2 |
detrimental effect | The target is on fire, taking 33.21 fire damage per turn. Burning |
Quests
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 Strength by +2. | 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 |
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 Dreaming One. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Stamina each turn: +0.30 Maximum stamina: +10.00 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 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. |
On head | rough leather cap 'Dayborn' (0 def, 1 armour) rough leather cap 'Dayborn' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 light / 16 mind Changes stats: +2 Cun / +3 Wil Mindpower: +3 (+2 eff.) A cap made of leather. |
On hands | cinder iron gauntlets of dexterity (+2) (0 def, 1 armour) cinder iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +1 Damage (Melee): 6 fire Changes stats: +2 Dex Changes resistances: +6% fire Changes damage: +3% fire Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Bregudas [power 34] (28 cooldown) Bregudas [power 34] (28 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes resistances penetration: +5% temporal It can be used to harden the skin for 7 turns increasing armour by 34 and armour hardiness by 40%, putting all charms on cooldown for 28 turns. When used: 200% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. |
On fingers | steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Magmanail the steel longsword (Madness) (15-21 power, 3 apr) Magmanail the steel longsword (Madness) (15-21 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 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% On weapon hit: * 9% chance to disease On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +7 blight / +7 acid When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 16 fire Changes damage: +6% fire Curse of Madness Sharp, long, and deadly. |
Around waist | cleansing rough leather belt of the giants cleansing rough leather belt of the giantsInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +6% acid / +5% blight Spell save: +6 (+4 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | Charvein the steel shield (6 def, 2 armour, 40 block) Charvein the steel shield (6 def, 2 armour, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 12% chance to gain 10% of a turn Changes resistances: +12% temporal / +3% mind / +6% fire Talent granted: +2 Block Handheld deflection devices. |
Cloak | enveloping linen cloak of Eldoral (Nightmares) (7 def, 0 armour) enveloping linen cloak of Eldoral (Nightmares) (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +7 (+4 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eel-skin armour (Madness) (10 def, 1 armour) Eel-skin armour (Madness) (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Madness It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.41 to 88.23 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the wizard (10 nature damage, 20% healing reduction)insidious poison infusion of the wizard (10 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 10.25 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic 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. |
shielding rune of the titan (absorb 113 for 3 turns) shielding rune of the titan (absorb 113 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 113 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 35) teleportation rune of the wizard (range 35)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. copper ringcopper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel battleaxe (Shrouds) (21-31.5 power, 2 apr)steel battleaxe (Shrouds) (21-31.5 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 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% Curse of Shrouds Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. Nerabeth the steel greatsword (Misfortune) (24-38.4 power, 2 apr)Nerabeth the steel greatsword (Misfortune) (24-38.4 power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 insidious poison When wielded/worn: Changes resistances: +6% mind Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. iron greatsword (Madness) (15.5-24.8 power, 1 apr)iron greatsword (Madness) (15.5-24.8 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8 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% Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. mossy mindstar of life (Shrouds) (2.5-2.75 power, 12 apr, mind damage)mossy mindstar of life (Shrouds) (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 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +11.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Shrouds 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. |
This item will automatically be transmogrified when you leave the level. insulating rough leather cap of dexterity (+2) (0 def, 1 armour)insulating 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 Changes resistances: +5% cold / +6% fire A cap made of leather. |
This item will automatically be transmogrified when you leave the level. rough leather cap of constitution (+2) (0 def, 1 armour)rough leather cap of constitution (+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 Con A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of acid resistance (Shrouds) (1 def, 2 armour)spiked rough leather armour of acid resistance (Shrouds) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% acid Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour)spiked rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% lightning Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. woodsman's iron pickaxe (dig speed 38 turns)woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
This item will automatically be transmogrified when you leave the level. iron torque of thermal psionic shield [power 25] (20 cooldown)iron torque of thermal psionic shield [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
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% Latent Damage Type: Arcane 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
Log
Leoras hits Skeleton mage for 35 physical, 6 blight, , 6 acid, 5 fire (53 total damage).
Skeleton mage is weakened by the gloom.
Burning from Skeleton mage hits Leoras for 11 fire damage.
Leoras receives 7 healing from Unnatural Body.
Skeleton mage misses Leoras.
Skeleton mage misses Leoras.
Skeleton mage is being stalked by Leoras!
Leoras hits Skeleton mage for 32 physical, 6 blight, , 6 acid, 5 fire (50 total damage).
Skeleton mage misses Leoras.
Leoras's aura of power vanishes.
Skeleton mage is stunned with fear!
Burning from Skeleton mage hits Leoras for 11 fire damage.
Skeleton mage casts Flame.
Skeleton mage misses Leoras.
Skeleton mage's Flame hits Leoras for 25 fire damage.
Skeleton mage overcomes the gloom.
Skeleton mage is afflicted by a crippling illness!
Leoras hits Skeleton mage for 33 physical, 5 blight, , 5 acid, 5 fire (49 total damage).
Skeleton mage is weakened by the gloom.
Burning from Skeleton mage hits Leoras for 26 fire damage.
Skeleton mage misses Leoras.
Skeleton mage's is no longer weakened.
Skeleton mage casts Manathrust.
Your hatred grows even as your life fades! (+10 hate)
Skeleton mage's is no longer weakened.
Skeleton mage casts Manathrust.
Your hatred grows even as your life fades! (+9 hate)
Saving game...