











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Player AI 1.5.10Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Better Item Description 1.7.4This 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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Ashes of Urh'Rok 1.7.4Official 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.7.4Official 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:
Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Marauder |
Level / Exp | 11 / 93% |
Size | medium |
Lifes / Deaths | Killed by thief at level 11 on the 12nd Haze 122nd year of Ascendancy at 14:26 / 1 |
Primary Stats
Strength | 31 (base 29) |
Dexterity | 33 (base 29) |
Constitution | 12 (base 10) |
Magic | 11 (base 10) |
Willpower | 13 (base 10) |
Cunning | 29 (base 14) |
Resources
Life | -10/327 |
Stamina | 143/148 |
Equilibrium | 20 |
Healing Factor | 1.0191526171258 |
Regeneration | 0.25478815428145 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 45 |
Accuracy | 23 |
Crit Chance | 10% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 23 |
Crit Chance | 10% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Defense: Base
Armour (hardiness) | 11 (57.155997060385%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 8 |
Mental Save | 14 |
Defense: Resistances
Lightning | + 12%( 70%) |
Light | + 10%( 70%) |
Darkness | + 16%( 70%) |
Mind | + 3%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 59% |
Poison Resistance | 10% |
Confusion Resistance | 39% |
Inscriptions (4/4)
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 100 life over 5 turns. |
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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 99 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 422% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 3/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 39% * 10% chance to reduce damage dealt by 12% ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness 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] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
In main hand | ![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +3% mind Crit.chn- 15.00% Max.HP +30.00 Poison- +10% A belt that goes around your waist. |
In off hand | ![]() 1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +5 Cun +2 Con ----- def ----- Defense +1 (+0 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 | ![]() 9.0 T2 light armor [Ego] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +10% light +10% darkness Max.HP +23.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 12.5 - 18.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Disrupt Power 16.0 - 24.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 39% Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+10 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Res.pen +12% all Acc +24 (+12 eff.) Apr +10 ----- def ----- Defense +14 (+5 eff.) Resists +9% acid Disarm- +42% ---------- misc Equi/ret +0.16 Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Nature Power 15.5 - 23.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 nature Massive two-handed mauls. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Ego++] Arcane/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +6% lightning Res.pen +8% lightning Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Nature Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature Blunt and deadly. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) Melee Ret 4 lightning ----- def ----- Armour +1 Resists +3% lightning +15% darkness Phys.save +5 (+5 eff.) Mind.save +6 (+6 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +9% temporal Skullcr.mult +2 Skullcracker: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 69.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Disrupt While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% nature +10% blight A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +9% arcane ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 Light +5 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 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 65.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By William the Cornac Marauder level 10
15th Dusk 122nd year of Ascendancy at 20:41 see stats
By William the Cornac Marauder level 10
15th Dusk 122nd year of Ascendancy at 20:40 see stats
By William the Cornac Marauder level 9
7th Mirth 122nd year of Ascendancy at 11:11 see stats
Log
William is poisoned!
William slows down.
Thief hits William for (15 parried), 46 nature, 5 darkness, (15 parried), 34 nature (85 total damage).
William uses Infusion: Healing.
William stops being poisoned.
William receives 46 healing from Infusion: Healing.
William uses Nature's Touch.
William receives 56 healing.
Attacked by unseen enemy! AI Stopping!
Deadly Poison from Thief hits William for 43 nature damage.
Attacked by unseen enemy! AI Stopping!
Attacked by unseen enemy! AI Stopping!
Attacked by unseen enemy! AI Stopping!
Thief hits William for (15 parried), 34 physical, 5 darkness, (15 parried), 19 physical (58 total damage).
William uses Infusion: Regeneration.
William starts regenerating health quickly.
Attacked by unseen enemy! AI Stopping!
Deadly Poison from Thief hits William for 64 nature damage.
Thief stops regenerating health quickly.
Thief uses Disarm.
Thief misses William.
The Cog spins up and deflects the blow from William!
Attacked by unseen enemy! AI Stopping!
William is disarmed!
Thief hits William for (15 parried), 0 physical (0 total damage).
Attacked by unseen enemy! AI Stopping!
Deadly Poison from Thief hits William for 80 nature damage.
William the level 11 cornac marauder was slimed to death by a thief on level 2 of Ruins of Kor'Pul.