














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Ashes 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:
Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 9 / 83% |
Size | huge |
Lifes / Deaths | Killed by sunwall vindicator at level 9 on the 39th Retaking 124th year of Ascendancy at 08:30 / 1 |
Primary Stats
Strength | 43 (base 26) |
Dexterity | 11 (base 10) |
Constitution | 34 (base 20) |
Magic | 18 (base 10) |
Willpower | 7 (base 10) |
Cunning | 27 (base 20) |
Resources
Life | -3/364 |
Steam | 92/100 |
Healing Factor | 1.2764705882352 |
Regeneration | 1.5955882352941 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
Offense: Mainhand
Damage | 61 |
Accuracy | 18 |
Crit Chance | 7% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 27 |
Accuracy | 18 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Arcane | +3% |
Defense: Base
Armour (hardiness) | 31.08934837382 (81.030927835052%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 39 |
Physical Save | 28 |
Spell Save | 17 |
Mental Save | 17 |
Defense: Resistances
Physical | + 9%( 70%) |
Darkness | + 14%( 70%) |
Light | + 27%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 21% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 85% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Overheat Saws |
detrimental effect | The target's light has been drained, reducing light resistance by 17% and damage by 12%. Absorption Strike |
Quests
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. | active |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 34% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (42 power, based on Willpower). Uses 10 power out of 4/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+3 eff.) Mind.save +6 (+4 eff.) Confus- +21% Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
In main hand | ![]() 3.0 T2 steamsaw 1H weapon [Normal] Steamtech Power 112% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +5 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 99% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 Melee+ +6 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% Resists +11% light +10% darkness ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +9 Defense +4 (+4 eff.) Fatigue +22% Resists +5% physical Phys.save +11 (+6 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 99 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 12). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 24) for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Steamtech/Blacksmith Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% cold +11% fire Amulets can have magical properties. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 105% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 131% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +11 Crit +1.0% Atk.spd 100% Phasing +21% While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +9 (+8 eff.) Disarm- +31% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Nature/Disrupt Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +14 insidious poison Against +10% Unnatural While equipped: Stats +2 Wil Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 127% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 acid On Crit: * splashes the target with acid Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 acid On Crit: * splashes the target with acid Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 84% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) 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. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+7 eff.) Dmg.mod +15% temporal +15% physical +15% light +15% darkness ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T1 steamgun 1H weapon Reqs Dex 20 Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
![]() 4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+3 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Resists +7% lightning +5% temporal Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 9.0 T3 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Resists +17% temporal A suit of armour made of leather. |
![]() 7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 5 acid Melee Ret 11 acid On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Resists +11% temporal ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Fatigue +8% Max.HP +49.00 ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 118] simple healing salve [power 118]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 118 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Sunwall vindicator hits Whitehoof Butcher for 87 physical damage.
Whitehoof Butcher hits Sunwall vindicator for 8 physical damage.
Sunwall vindicator receives 44 healing from Mark of Light from Sunwall vindicator.
Whitehoof Butcher receives 128 healing.
Orc retaliator uses Explosive Saw.
Bleeding from Whitehoof Butcher hits Sunwall vindicator for 6 physical damage.
Sunwall vindicator hits Whitehoof Butcher for 70 physical damage.
Whitehoof Butcher hits Sunwall vindicator for 8 physical damage.
Sunwall vindicator receives 36 healing from Mark of Light from Sunwall vindicator.
Sunwall vindicator is on fire!
Whitehoof Butcher hits Sunwall vindicator for 34 physical, 14 fire, 10 physical, 6 acid, 14 fire (77 total damage).
Burning from Whitehoof Butcher hits Sunwall vindicator for 9 fire damage.
Bleeding from Whitehoof Butcher hits Sunwall vindicator for 7 physical damage.
Sunwall vindicator casts Absorption Strike.
Orc retaliator is drained from light!
Whitehoof Butcher is drained from light!
Sunwall vindicator hits Whitehoof Butcher for 178 physical damage.
Whitehoof Butcher hits Sunwall vindicator for 8 physical damage.
Sunwall vindicator receives 91 healing from Mark of Light from Sunwall vindicator.
Whitehoof Butcher's mark disappears.
Talent Saw Wheels is ready to use.
Whitehoof Butcher hits Sunwall vindicator for 30 physical, 12 fire, 10 physical, 5 acid, 12 fire (69 total damage).
Burning from Whitehoof Butcher hits Sunwall vindicator for 13 fire damage.
Bleeding from Whitehoof Butcher hits Sunwall vindicator for 9 physical damage.
Sunwall vindicator casts Path of the Sun.
Saving game...