










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Mindslayer |
Level / Exp | 14 / 36% |
Size | small |
Lifes / Deaths | Killed by Xerasemira the polar bear at level 14 on the 66th Haze 122nd year of Ascendancy at 07:22 / 1 |
Primary Stats
Strength | 15 (base 14) |
Dexterity | 15 (base 10) |
Constitution | 16 (base 10) |
Magic | 10 (base 10) |
Willpower | 40 (base 40) |
Cunning | 37 (base 27) |
Resources
Life | -161/366 |
Psi | 30/130 |
Healing Factor | 1.1745771506545 |
Regeneration | 0.29364428766363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Invisible | 13 |
Offense: Mainhand
Damage | 38 |
Accuracy | 34 |
Crit Chance | 11% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Mind | +3% |
Arcane | +15% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 9 (35.65183292883%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 11 |
Spell Save | 25 |
Mental Save | 23 |
Defense: Resistances
Lightning | + 13%( 70%) |
Darkness | + 22%( 70%) |
Temporal | + 19%( 70%) |
Cold | + 36%( 70%) |
Fire | + 21%( 70%) |
Mind | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Disarm Resistance | 20% |
Bleed Resistance | 40% |
Confusion Resistance | 23% |
Silence Resistance | 22% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% 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. Its effects scale with your Willpower stat. |
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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 34 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. | 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 within6 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() 0.1 Encumbrance T2 greatsword 1H weapon Reqs Mag 18 [Unique] Arcane/Master Weapon Damage 138% Range: 1.0x-1.6x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+3 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Spellpower +20 (+10 eff.) Damage +3% arcane +3% mind Ignore resists +5% blight defense ------ Resistance +3% mind Life +42.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% physical Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold other ------- Max stamina +10.00 A cap made of leather. |
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +15% acid On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Armor +3 Fatigue +2% Resistance +3% fire Silence Resist +22% Confus Resist +23% Stun Resist +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 108 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +12.00 Light +4 Infravision +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Healmod +12% Cut Resist +40% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Weapon Damage 141% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +4 blight On-Hit, radius 1 +19 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Critical power +5.00% defense ------ Resistance +3% cold other ------- Mana-on-crit +2.00 Massive two-handed mauls. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +1 Resistance +5% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Power +10 (+4 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Resistance +6% fire +6% cold Unlife -60.00 life other ------- Stamina/turn +1.00 A belt that goes around your waist. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +1 Con offense ------ Spell Crit +1% Spellpower/crit +2 Damage +12% arcane defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +13% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +11% cold defense ------ Resistance +6% lightning +16% cold +7% all other ------- See Invisibility +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Damage +9% mind On-Hit (Melee): * 20% chance to reduce armor by 25% defense ------ Resistance +3% mind +3% acid Spell save +10 (+5 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 119% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 122% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +25 darkness +16 nature Damage Against +6% Living While equipped: offense ------ When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Resistance +3% nature Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar 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. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +7 Mag +2 Wil offense ------ Critical power +5.00% Damage +3% arcane When Hit 6 mind defense ------ Defense +1 (+0 eff.) other ------- Mana-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% temporal Ignore resists +15% acid When Hit 4 acid On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +2% Resistance +5% arcane Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +5 (+3 eff.) On-Hit 6 fire Damage +3% fire Accuracy +5 (+3 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +9% blight +5% fire Spell save +12 (+6 eff.) 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. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex +2 Con offense ------ Physical Power +20 (+8 eff.) Accuracy +5 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% arcane Physical save +6 (+6 eff.) Mind save +6 (+3 eff.) Disarm Resist +22% other ------- Max stamina +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex offense ------ Ignore resists +15% fire defense ------ Life +41.00 other ------- Light +3 Infravision +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 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- Light +3 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 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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 Encumbrance 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 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Iusok the Halfling Mindslayer level 13
46th Haze 122nd year of Ascendancy at 12:57 see stats
By Iusok the Halfling Mindslayer level 10
3rd Mirth 122nd year of Ascendancy at 11:19 see stats
By Iusok the Halfling Mindslayer level 14
66th Haze 122nd year of Ascendancy at 06:01 see stats
By Iusok the Halfling Mindslayer level 10
3rd Mirth 122nd year of Ascendancy at 11:30 see stats
By Iusok the Halfling Mindslayer level 10
5th Mirth 122nd year of Ascendancy at 06:11 see stats
Log
Xerasemira the polar bear turns into pure lightning!
Rested for 10 turns (stop reason: hostile spotted to the east (Xerasemira the polar bear)).
Iusok uses Warding Weapon.
Iusok is out of phase.
Iusok uses Branyrin!
Iusok blocks Something's attack and retaliates with his telekinetically wielded weapon!
Iusok repels an attack from Something.
Iusok hits Something for 47 physical, 14 arcane (61 total damage).
Something hits Iusok for 37 nature, 3 physical (40 total damage).
Iusok's Beyond the Flesh hits Xerasemira the polar bear for 55 physical, 14 arcane (68 total damage).
Iusok uses Thermal Leech.
Xerasemira the polar bear shrugs off the effect 'Frozen'!
Iusok hits Xerasemira the polar bear for 20 cold damage.
Xerasemira the polar bear uses Knockback.
Xerasemira the polar bear hits Iusok for 22 physical, 3 physical (26 total damage).
Iusok uses Mindhook.
Xerasemira the polar bear uses Tornado.
Iusok uses Mindhook.
Xerasemira the polar bear shrugs off the effect 'Dazed'!
Xerasemira the polar bear rearms.
Xerasemira the polar bear uses Thorn Grab.
Xerasemira the polar bear uses Nature's Equilibrium.
Xerasemira the polar bear performs a melee critical strike against Iusok!
Xerasemira the polar bear receives 217 healing from Nature's Equilibrium.
Xerasemira the polar bear hits Iusok for 208 nature damage.
Iusok the level 14 halfling mindslayer was splurged to death by Xerasemira the polar bear on level 3 of Norgos Lair.