







Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
| Addons | Revamped Anorithil 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Harbinger 1.5.5 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Zephyr 1.5.8 Revised Alchemist 1.5.5Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Better Item Description 1.5.5This 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 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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Store Restocker 1.5.5Embers 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:
Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
| Campaign | Infinite |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Zephyr |
| Level / Exp | 6 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 6 on the 76th Pyre 122nd year of Ascendancy at 08:20 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 24 (base 23) |
| Constitution | 10 (base 10) |
| Magic | 24 (base 23) |
| Willpower | 12 (base 11) |
| Cunning | 10 (base 10) |
Resources
| Life | -58/148 |
| Mana | 17/125 |
| Healing Factor | 1.1 |
| Regeneration | 12.375 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 25 |
| Crit Chance | 2% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 1 (49.309173272933%) |
| Defense | 29 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 7 |
| Spell Save | 12 |
| Mental Save | 7 |
Defense: Resistances
| Lightning | + 5%( 70%) |
| Temporal | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air archery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Swiftness | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Static Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 11.00 life per turn. Regeneration |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Tool | iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On feet | pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
| Main armor | linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Quiver | barbed quiver of ash arrows of wind (19/19, 125% power, 7 apr)3.0 T2 arrow ammo [Ego] Nature/Master Power 125% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 19 Proj.spd +200% Ranged+ +9 bleed On Hit: * 10% chance to create an air burst On Crit: * wounds the target for 7 turns: 13 bleeding, 50% reduced healing Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern2.0 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. |
| On head | grounding linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal A pointy cloth hat, very wizardly... |
| In main hand | elm longbow4.0 T1 longbow 2H weapon [Normal] Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (363% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 363% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 15%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the psychic (658% regen over 10 turns; 33 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 658% for 10 turns and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 5; power 15; dur 3)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
iron dagger (102% power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 102% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of paradox (102% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 102% Range: 1.3x Uses 45% Mag, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 temporal While equipped: dps ---------- Melee Ret 5 temporal ----- def ----- Resists +4% temporal Sharp, short and deadly. |
balanced iron greatmaul (118% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 119% Range: 1.5x Uses 120% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +28% Massive two-handed mauls. |
iron greatmaul (117% power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 117% Range: 1.5x Uses 120% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
arcing steel greatsword of phasing (127% power, 9 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane Power 127% Range: 1.6x Uses 120% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +9 Crit +3.0% Atk.spd 100% Phasing +14% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
iron longsword (103% power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
flaming iron mace of daylight (107% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 107% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 light Against +7% Undead On Hit.r1 +5 fire Blunt and deadly. |
insidious iron mace of erosion (107% power, 2 apr)3.0 T1 mace 1H weapon [Ego] Nature Power 107% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +11 insidious poison +5 temporal +6 nature Blunt and deadly. |
iron mace (104% power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 105% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
creative mossy mindstar of balance (72% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 72% Range: 1.1x Uses 30% Wil, 0% Mag, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+2 eff.) ----- def ----- Phys.save +2 (+2 eff.) Spell.save +3 (+3 eff.) Mind.save +2 (+2 eff.) ---------- misc Equi/ret +0.70 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. |
cruel ash magestaff of illumination (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Nature/Master 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 ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 61.73 light damage. Staves designed for wielders of magic, by the greats of the art. |
earthen elm vilestaff of might (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Armour +2 Hardiness +2% Phys.save +2 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff of fate (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane 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 +5% Spell.pwr +6 (+3 eff.) S.pwr/crit +2 Dmg.mod +15% arcane ----- def ----- Phys.save +5 (+5 eff.) Spell.save +5 (+5 eff.) Mind.save +6 (+6 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel waraxe of massacre (118% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 119% Range: 1.4x Uses 100% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+2 eff.) ----- def ----- Resists +5% lightning +5% temporal Phys.save +6 (+6 eff.) A belt that goes around your waist. |
miner's pair of iron boots of uncanny dodging (3 def, 7 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced iron shield (4 def, 7 armour, 42 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of fire resistance (+15%) (6 def, 7 armour, 63.5 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +15% fire ---------- misc Talents +2 Block Handheld deflection devices. |
quiver of elm arrows (20/20, 109% power, 5 apr)3.0 T1 arrow ammo [Normal] Power 109% Range: 1.4x Uses 50% Mag, 70% Dex Dmg Physical Mastery Air Archer Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
elm totem of cure ailments [power 1] (10 cooldown)2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 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. |
Achievements
Log
Luminous horror hits Gwelgoroth for 99 fire damage.
Luminous horror hits Fire drake hatchling for 0 fire damage.
Luminous horror hits Zanudetir for (10 to static shield), 71 fire (71 total damage).
Luminous horror hits Luminous horror for 0 fire, 23 healing (0 total damage) [23 healing].
Luminous horror hits Ink squid for 81 fire damage.
White worm mass misses Luminous horror.
Shivgoroth's glacial vapour area effect hits Fire drake hatchling for 12 cold damage.
Shivgoroth's glacial vapour area effect hits Something for 10 cold damage.
Shivgoroth's glacial vapour area effect hits Luminous horror for 8 cold damage.
Shivgoroth's glacial vapour area effect hits Zanudetir for (10 to static shield), 2 cold (2 total damage).
Luminous horror's light area effect hits Zanudetir for (10 to static shield), 19 light (19 total damage).
--------------------------------
Luminous horror's deep wound closes.
Deep Wound from Zanudetir hits Luminous horror for 8 physical damage.
--------------------------------
Zanudetir stops regenerating health quickly.
Luminous horror HEALS from light damage!
Shivgoroth's glacial vapour area effect hits Luminous horror for 8 cold damage.
Luminous horror's light area effect hits Luminous horror for 0 light, 16 healing (0 total damage) [16 healing].
--------------------------------
Zanudetir uses Gift of the Highborn.
Zanudetir starts regenerating health quickly.
--------------------------------
Luminous horror casts Firebeam.
Luminous horror's spell attains critical power!
Saving game...























































