Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
Addons | Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 7 / 60% |
Size | medium |
Lifes / Deaths | Killed by cutpurse at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:48 0 / 5Killed by Bill the Stone Troll at level 5 on the 76th Pyre 122nd year of Ascendancy at 08:38 Killed by Bill the Stone Troll at level 5 on the 76th Pyre 122nd year of Ascendancy at 09:26 Killed by cutpurse at level 7 on the 79th Pyre 122nd year of Ascendancy at 05:57 Killed by thief at level 7 on the 79th Pyre 122nd year of Ascendancy at 07:39 |
Primary Stats
Strength | 30 (base 30) |
Dexterity | 10 (base 10) |
Constitution | 14 (base 14) |
Magic | 12 (base 10) |
Willpower | 13 (base 14) |
Cunning | 12 (base 12) |
Resources
Life | -17/233 |
Hate | 94/100 |
Healing Factor | 1.0317162979916 |
Regeneration | 0.25792907449789 |
Speed
Mental | +22.4% |
Attack | 0% |
Movement | +140% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 32 |
Accuracy | 17 |
Crit Chance | 5% |
APR | 1 |
Speed | 0.82 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 13.9 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 24.19 (73.452380952381%) |
Defense | 5 |
Ranged Defense | 8 |
Fatigue | 14 |
Physical Save | 20.7 |
Spell Save | 8.75 |
Mental Save | 14.75 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 110 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | The target is poisoned and sick, doing 14.76 nature damage per turn. All damage it does is reduced by 19%. Numbing Poison |
beneficial effect | The target is rampaging! (+140% movement speed, +22% attack speed, +12% physical damage, +6 physical save, +6 mental save) Rampaging |
detrimental effect | The target is poisoned, taking 31.99 nature damage per turn. Poison |
Quests
You failed to protect the injured seer from death by bandit. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
Equipment
Tool | iron torque of kinetic psionic shield [power 25] (20 cooldown) iron torque of kinetic 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 physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +20.00 Rings can have magical properties. |
Main armor | iron mail armour (Shrouds) (2 def, 4 armour) iron mail armour (Shrouds) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Curse of Shrouds A suit of armour made of mail. |
On feet | reinforced pair of iron boots of uncanny dodging (2 def, 6 armour) reinforced pair of iron boots of uncanny dodging (2 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +2% Changes resistances: +6% acid / +6% fire / +6% cold / +5% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (56 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Cloak | thick linen cloak of the Shaloren (Shrouds) (1 def, 6 armour) thick linen cloak of the Shaloren (Shrouds) (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Wil / +2 Mag Changes resistances: +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | flaming iron battleaxe (Shrouds) (14.5-21.75 power, 1 apr) flaming iron battleaxe (Shrouds) (14.5-21.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire Curse of Shrouds Massive two-handed battleaxes. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 poison effect. 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. |
wild infusion (resist 15%; cure mental, physical) wild infusion (resist 15%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
phase door rune (range 6; power 16; dur 4) phase door rune (range 6; power 16; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
iron battleaxe (Nightmares) (12-18 power, 1 apr) iron battleaxe (Nightmares) (12-18 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.0 - 18.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
elm longbow of power (Corpses) elm longbow of power (Corpses)Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes resistances penetration: +8% physical Changes damage: +8% physical Curse of Corpses Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. iron mace of massacre (Nightmares) (17-23.8 power, 2 apr)iron mace of massacre (Nightmares) (17-23.8 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
Kor's Fall (Shrouds) (10-12 power, 0 apr, darkness element) Kor's Fall (Shrouds) (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Shrouds It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 55.33 physical damage to all targets in line, and inflicting bleeding for another 27.67 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Viperravage the elm magestaff (Shrouds) (10-12 power, 2 apr, arcane element) Viperravage the elm magestaff (Shrouds) (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +9% nature Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm magestaff of might (Misfortune) (10-12 power, 2 apr, fire element)elm magestaff of might (Misfortune) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +6% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm vilestaff of might (Misfortune) (10-12 power, 2 apr, acid element)elm vilestaff of might (Misfortune) (10-12 power, 2 apr, acid element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Spellpower: +3 (+3 eff.) Spell crit. chance: +7% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. iron waraxe of persecution (Corpses) (11.5-16.1 power, 2 apr)iron waraxe of persecution (Corpses) (11.5-16.1 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +5% Unnatural When wielded/worn: Changes stats: +1 Wil Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. linen cloak of battle (Madness) (1 def, 0 armour)linen cloak of battle (Madness) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick linen cloak of battle (Misfortune) (1 def, 6 armour)thick linen cloak of battle (Misfortune) (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Armour: +6 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +11% cold Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. slimy woollen robe of the mind (+10%) (Corpses) (0 def, 0 armour)slimy woollen robe of the mind (+10%) (Corpses) (0 def, 0 armour) Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * Slows global speed by 3% * 4 arcane resource burn Changes resistances: +10% mind Changes damage: +10% mind Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. temporal iron gauntlets of strength (+3) (0 def, 1 armour)temporal iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Armour: +1 Damage (Melee): 5 temporal Damage (Ranged): 5 temporal Changes stats: +3 Str Changes resistances: +5% temporal Changes damage: +4% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. shielding linen wizard hat of nature (+16%) (Shrouds) (1 def, 0 armour)shielding linen wizard hat of nature (+16%) (Shrouds) (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Mag Changes resistances: +16% nature Changes damage: +11% nature Spell save: +5 (+5 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rough leather armour of cold resistance (Madness) (1 def, 2 armour)rough leather armour of cold resistance (Madness) (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 (+1 eff.) Fatigue: +6% Changes resistances: +16% cold Curse of Madness A suit of armour made of leather. |
Coral Spray (Madness) (8 def, 8 armour, 48 block) Coral Spray (Madness) (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+8 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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. pouch of iron shots of erosion (10/10, 12.5-15 power, 1 apr)pouch of iron shots of erosion (10/10, 12.5-15 power, 1 apr) Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 12.5 - 15.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 10 Damage (Ranged): +7 nature / +5 temporal Shots are used with slings to pummel your foes to death. |
Bethona [power 8] (5 cooldown) Bethona [power 8] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 12 acid Disarm immunity: +10% It can be used to reveal the area around you, dispelling darkness (radius 8, power 35 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 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
Log
You have taken the life of an experienced foe! (+17 hate)
Jazi hits Cutpurse for 44 physical, 8 fire (52 total damage).
Jazi killed Cutpurse!
Jazi receives 9 healing from Unnatural Body.
You pickup 0.60 gold pieces.
You pickup 0.95 gold pieces.
Jazi receives 3 healing from Unnatural Body.
Jazi picks up (n.): slimy woollen robe of the mind (+10%) (Corpses) (0 def, 0 armour).
Jazi is poisoned!
Something hits Jazi for 17 physical, 8 physical (25 total damage).
Poison from Thief hits Jazi for 32 nature damage.
Poison from Thief hits Jazi for 32 nature damage.
Jazi misses Thief.
Jazi begins rampaging!
Jazi is poisoned!
Thief hits Jazi for 20 physical, 6 physical (27 total damage).
Numbing Poison from Thief hits Jazi for 15 nature damage.
Poison from Thief hits Jazi for 32 nature damage.
Your hatred grows even as your life fades! (+4 hate)
Thief hits Jazi for 10 physical, 18 physical, 8 physical (37 total damage).
Jazi hits Thief for 31 physical, 7 fire (38 total damage).
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Saving game...