Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Items Vault 1.5.0Donators/Buyers bonus! 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.
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Female |
Race | Superhuman |
Class | Writhing One |
Level / Exp | 16 / 42% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 52 (base 41) |
Dexterity | 54 (base 41) |
Constitution | 53 (base 41) |
Magic | 59 (base 41) |
Willpower | 79 (base 41) |
Cunning | 63 (base 41) |
Resources
Life | 3585/3585 |
Insanity | 0/100 |
Stamina | 512/512 |
Equilibrium | 20 |
Healing Factor | 1.2892376681614 |
Regeneration | 47.701793721973 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +124.54510541169% |
Spell | +200% |
Global | +275% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 9 |
See Stealth | 80.838794922916 |
See Invisible | 78.838794922916 |
Offense: Mainhand
Damage | 83 |
Accuracy | 70 |
Crit Chance | 35% |
APR | 56 |
Speed | 0.33 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 35% |
Speed | 0.33333333333333 |
Cooldown Reduction | 29.25 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 32% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +30% |
Blight | +66% |
Arcane | +30% |
Cold | +40% |
All | 0% |
Mind | +52% |
Lightning | +30% |
Light | +62% |
Temporal | +33% |
Physical | +20% |
Darkness | +56% |
Fire | +76% |
Nature | +30% |
Offense: Damage Penetration
Acid | +50% |
Blight | +55% |
Arcane | +30% |
Cold | +30% |
Lightning | +30% |
Darkness | +35% |
Light | +30% |
Temporal | +70% |
Physical | +30% |
Mind | +40% |
Fire | +30% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 96.015440441582 (100%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 25 |
Physical Save | 96 |
Spell Save | 96 |
Mental Save | 106 |
Defense: Resistances
Acid | + 60%(100%) |
Blight | + 70%(100%) |
Arcane | + 63%(100%) |
Cold | + 74%(100%) |
All | + 43%(100%) |
Mind | + 67%(100%) |
Lightning | + 80%(100%) |
Light | + 75%(100%) |
Temporal | + 64%(100%) |
Physical | + 60%(100%) |
Darkness | + 79%(100%) |
Fire | + 66%(100%) |
Nature | + 60%(100%) |
Defense: Immunities
Disarm Resistance | 22% |
Pinning Resistance | 22% |
Knockback Resistance | 28% |
Confusion Resistance | 100% |
Fear Resistance | 60% |
Stun Resistance | 51% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 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 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Tentacles | 28.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Path of horror | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Friend of the worm | 25.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Slow death | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Demented / Beyond sanity | 6.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Effects
talent | Elemental Harmony |
talent | Exploit Weakness |
talent | Chaos Orbs |
talent | Chant of Fortitude |
beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (1.9 counters remaining) Counter Attacking |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | 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 have explored the Old Forest and vanquished Shardskin. * 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 Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
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 |
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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' * You've found the needed skeleton mage skull. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Equipment
On feet | grounding pair of dwarven-steel boots (0 def, 4 armour) grounding pair of dwarven-steel boots (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 resistances: +6% lightning / +7% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | preserving alchemist's lamp of focus preserving alchemist's lamp of focusInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil / +1 Con Changes resistances: +8% blight Changes damage: +8% mind Life regen: +2.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+4 eff.) It can be used to activate talent Instill Fear (costing 10 power out of 45/45) : Effective talent level: 2.4 Power cost: 10 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 30% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 23%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Tool | Hathugarig (dig speed 19 turns) Hathugarig (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 12 acid Changes stats: +1 Str Changes resistances penetration: +20% temporal Changes damage: +6% fire / +5% mind / +3% temporal Mental save: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Dagylen DagylenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +5 Mag / +7 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Disarm immunity: +22% Pinning immunity: +22% Knockback immunity: +28% Mana each turn: +0.08 Maximum life: +24.00 Spellpower: +6 (+2 eff.) Rings can have magical properties. |
On fingers | gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +24% Infravision radius: +4 See stealth: +8 See invisible: +6 Rings can have magical properties. |
Around waist | Amagadan the Glowbolt Amagadan the GlowboltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes resistances: +3% light / +12% mind Changes damage: +9% mind Spell crit. chance: +3% Light radius: +2 A belt that goes around your waist. |
In main hand | dwarven-steel longsword 'Maletorath' (25.5-35.7 power, 4 apr) dwarven-steel longsword 'Maletorath' (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 19% chance to cause random gloom Damage (Melee): +12 acid / +13 mind When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +12% lightning / +6% light / +5% arcane Changes resistances penetration: +20% acid Sharp, long, and deadly. |
On hands | Frostfire Gauntlets (0 def, 3 armour) Frostfire Gauntlets (0 def, 3 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Changes resistances: +10% fire / +10% cold Changes damage: +10% fire / +10% cold Spellpower on spell critical (stacks up to 3 times): +5 It can be used to activate talent Cold Flames (costing 12 power out of 30/30) : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Cold Flames slowly spread from 7 spots in a radius of 3 around the targeted location. The flames deal 67.65 cold damage, and have a chance of freezing. Damage improves with your Spellpower. On the left gauntlet is a large sapphire, on the right is a large ruby. Cunningly designed magic has allowed two opposing elements to work in unison. |
Main armor | Uriyastir the Deepsgasher (4 def, 9 armour) Uriyastir the Deepsgasher (4 def, 9 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: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +3 Dex / +1 Wil / +1 Cun / +1 Con Changes resistances: +17% lightning / +15% cold / +12% darkness / +10% blight Changes resistances penetration: +5% darkness Light radius: +1 A suit of armour made of metal plates. |
Cloak | Moromilen (10 def, 0 armour) Moromilen (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances penetration: +10% mind / +20% temporal Critical mult.: +15.00% Physical save: +10 (+2 eff.) Equilibrium when hit: +0.16 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Glowpain the gold amulet Glowpain the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +18% light Changes resistances penetration: +25% blight Changes damage: +21% blight / +7% fire / +9% light Critical mult.: +14.00% Spellpower: +10 (+3 eff.) Amulets can have magical properties. |
Inventory
3 agate 3 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (3/3) Rod of Recall (3/3)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 112 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. |
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. |
ametrine 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. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Liean the Superhuman Writhing One level 16
3rd Mirth 122nd year of Ascendancy at 14:12 see stats
By Liean the Superhuman Writhing One level 9
78th Pyre 122nd year of Ascendancy at 04:44 see stats
By Liean the Superhuman Writhing One level 16
3rd Mirth 122nd year of Ascendancy at 14:03 see stats
By Liean the Superhuman Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 06:43 see stats
By Liean the Superhuman Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 07:04 see stats
By Liean the Superhuman Writhing One level 7
78th Pyre 122nd year of Ascendancy at 00:20 see stats
By Liean the Superhuman Writhing One level 16
3rd Mirth 122nd year of Ascendancy at 14:12 see stats
By Liean the Superhuman Writhing One level 6
76th Pyre 122nd year of Ascendancy at 12:10 see stats
By Liean the Superhuman Writhing One level 16
3rd Mirth 122nd year of Ascendancy at 14:12 see stats
By Liean the Superhuman Writhing One level 15
3rd Mirth 122nd year of Ascendancy at 09:37 see stats
By Liean the Superhuman Writhing One level 14
2nd Mirth 122nd year of Ascendancy at 22:35 see stats
By Liean the Superhuman Writhing One level 4
75th Pyre 122nd year of Ascendancy at 02:15 see stats
By Liean the Superhuman Writhing One level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Liean picks up (e.): prismatic cured leather armour of lightning resistance (2 def, 4 armour).
Liean picks up (b.): dwarven-steel dagger of amnesia (19.5-25.35 power, 7 apr).
Liean picks up (b.): chilling dwarven-steel dagger of the mystic (18-23.4 power, 7 apr).
Liean is less powerfull.
Talent Diseased Tongue is ready to use.
Ran for 3 turns (stop reason: interesting terrain).
There is an exit to the worldmap here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 2 turns (stop reason: at exit).
There is nowhere left to explore.
You may not change level so soon after a kill (3 game turns left to wait)!
You gain 1.66 gold from the transmogrification of spiked cured leather armour of lightning resistance (2 def, 4 armour).
You gain 1.46 gold from the transmogrification of prismatic cured leather armour of lightning resistance (2 def, 4 armour).
You gain 2.38 gold from the transmogrification of spiked dwarven-steel mail armour of clarity (3 def, 8 armour).
You gain 2.14 gold from the transmogrification of shimmering cashmere wizard hat of corrosion (+18%) (2 def, 0 armour).
You gain 1.56 gold from the transmogrification of iron greatsword of purging (16.5-26.4 power, 1 apr).
You gain 1.50 gold from the transmogrification of dwarven-steel dagger of amnesia (19.5-25.35 power, 7 apr).
You gain 4.11 gold from the transmogrification of chilling dwarven-steel dagger of the mystic (18-23.4 power, 7 apr).
You gain 1.13 gold from the transmogrification of sun infusion of the titan (rad 7; power 48; turns 5; dispels darkness).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Liean deactivates Elemental Harmony.
Liean deactivates Exploit Weakness.
Liean deactivates Chant of Fortitude.
Liean deactivates Chaos Orbs.