












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Shadowblade |
| Level / Exp | 11 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by war hound at level 11 on the 17th Dusk 122nd year of Ascendancy at 04:03 / 1 |
Primary Stats
| Strength | 18 (base 13) |
| Dexterity | 32 (base 20) |
| Constitution | 11 (base 10) |
| Magic | 28 (base 22) |
| Willpower | 12 (base 10) |
| Cunning | 32 (base 27) |
Resources
| Life | -19/257 |
| Mana | 45/120 |
| Stamina | 5/125 |
| Healing Factor | 1.1182872928177 |
| Regeneration | 0.27957182320443 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 27.300317620788 |
| See Invisible | 27.300317620788 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 48 |
| Crit Chance | 15% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +14% |
| Fire | +3% |
| Nature | +6% |
Offense: Damage Penetration
| Nature | +50% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 16 (35.629139072848%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 14 |
| Mental Save | 22 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Temporal | + 8%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 67% |
| Bleed Resistance | 20% |
| Pinning Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 153 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 168 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
| talent | Shadow Combat |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The time distortion has created a restoration field, healing the target for 18 each turn. Temporal Restoration Field |
| beneficial effect | Parrying melee and ranged attacks: Has a 20% chance to deflect up to 8 damage from the next 1.4 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 19, accuracy by 28, and all damage penetration by 30%. Expose Weakness |
| beneficial effect | The target is surrounded by a space distortion that randomly sends (45% chance) incoming damage to another target (Voryrimina the sandworm). Absorbs 143/143 damage before it crumbles. Displacement Shield |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You failed to protect the lost defiler from death by Glorybrema the forest troll. Escort: lost defiler (level 3 of Trollmire) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | 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 |
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 within | active |
Equipment
| On feet | Loreran (20 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +20 (+6 eff.) Fatigue: +2% Effects on melee hit: * 20 arcane resource burn Changes damage: +3% acid Disease immunity: +20% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Mardorig the NaturesweepInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 41% Changes resistances: +6% temporal Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Light radius: +3 Healing mod.: +11% 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 'Urthymnir' (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +5 Dex Light radius: +3 Infravision radius: +1 A cap made of leather. |
| On hands | Mirepain the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 41% * 10% chance to reduce all saves and defense by 15 Damage when hit (Melee): 8 nature Changes damage: +3% nature Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Swampobsidian the iron pickaxe (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str Changes resistances: +1% physical / +3% cold Changes damage: +3% nature Mental save: +3 (+1 eff.) Cut immunity: +20% Pinning immunity: +20% Maximum life: +40.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
| On fingers | IsluminaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +22% acid / +3% temporal Changes damage: +11% acid Reduces incoming crit damage: 15.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
| Around neck | ScorpionreignPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Changes resistances: +6% acid Changes resistances penetration: +20% nature Reduces incoming crit damage: 5.00% Amulets can have magical properties. |
| In main hand | balanced steel dagger of massacre (19-24.7 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 19.0 - 24.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +22% Sharp, short and deadly. |
| Around waist | blurring rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Stealth bonus: +6 Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In off hand | iron dagger 'Starcutter' (10-13 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 light When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Str / +1 Dex / +1 Mag Disarm immunity: +23% Infravision radius: +2 Sharp, short and deadly. |
| Cloak | Yvasethra the Heatfoe (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 2 arcane Changes stats: +5 Dex Changes damage: +3% fire Reduces incoming crit damage: 5.00% Physical save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour (3 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Inventory
movement infusion of the sneak (speed 508%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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 nature talent. |
iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Brighthash the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances penetration: +10% mind Mental save: +5 (+2 eff.) Blindness immunity: +20% Cut immunity: +10% Pinning immunity: +10% Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
Malyrek the Freezeflash (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 6 light Changes resistances: +6% lightning / +6% temporal / +3% cold Changes damage: +6% cold Light radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismclamor (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% light / +5% physical Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Zeruran' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Fatigue: +2% Changes stats: +1 Dex / +2 Wil / +2 Cun Changes damage: +3% arcane Physical save: +5 (+2 eff.) Spell save: +6 (+6 eff.) Mental save: +5 (+2 eff.) Stamina each turn: +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
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. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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 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 (2/2)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 Activation costs 182 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) Activation costs 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. |
iron torque of psionic shield [power 23] (23 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
Eremygen the Galesquall [power 110] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Atelier the Doomelf Shadowblade level 6
77th Pyre 122nd year of Ascendancy at 02:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Atelier the Doomelf Shadowblade level 10
6th Flare 122nd year of Ascendancy at 16:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Atelier the Doomelf Shadowblade level 10
7th Flare 122nd year of Ascendancy at 07:41 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Atelier the Doomelf Shadowblade level 6
3rd Mirth 122nd year of Ascendancy at 01:08 see stats
Log
Voryrimina the sandworm resonates with the damage.
Atelier performs a melee critical strike against Voryrimina the sandworm!
Atelier is focusing on penetrating defenses.
Atelier hits Voryrimina the sandworm for 35 physical, 0 arcane, 22 darkness, 35 physical, 4 light, 0 arcane, 22 darkness (121 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Atelier crumbles.
Ritch flamespitter hits Atelier for (50 absorbed), 15 fire (16 total damage).
Voryrimina the sandworm misses Atelier.
Voryrimina the sandworm misses Atelier.
War hound hits Atelier for 70 physical damage.
Melee retaliation hits War hound for 8 nature, 2 arcane (10 total damage).
Atelier stops regenerating health quickly.
Atelier receives 21 healing from Temporal Restoration Field.
Atelier performs a melee critical strike against Voryrimina the sandworm!
You collect a new ingredient: sandworm tooth (1).
Atelier performs a melee critical strike against Voryrimina the sandworm!
Atelier hits Voryrimina the sandworm for 64 physical damage.
Atelier killed Voryrimina the sandworm!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Atelier for 65 fire damage.
War hound hits Atelier for (8 parried), 65 physical (66 total damage).
Melee retaliation hits War hound for 8 nature, 2 arcane (10 total damage).
Atelier the level 11 doomelf shadowblade was chopped into tiny pieces to death by a war hound on level 2 of Ruins of Kor'Pul.
Atelier is no longer focused on penetrating defenses.
The fabric of space around Atelier stabilizes to normal.
Atelier deactivates Shadow Combat.



















































































