










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! 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 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 | Ghoul |
Class | Marauder |
Level / Exp | 15 / 30% |
Size | medium |
Lifes / Deaths | Killed by Yvuriavena the dreaming black bear at level 15 on the 3rd Dusk 122nd year of Ascendancy at 20:22 / 1 |
Primary Stats
Strength | 48 (base 33) |
Dexterity | 38 (base 33) |
Constitution | 26 (base 10) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 24 (base 18) |
Resources
Life | -162/484 |
Stamina | 42/181 |
Healing Factor | 1.2416586254954 |
Regeneration | 1.5520732818693 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 59 |
Accuracy | 56 |
Crit Chance | 13% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 56 |
Crit Chance | 16% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Darkness | +11% |
Mind | +3% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Acid | +7% |
Defense: Base
Armour (hardiness) | 16.335093952971 (47.857809501309%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 15 |
Physical Save | 32 |
Spell Save | 17 |
Mental Save | 22 |
Defense: Resistances
Acid | + 7%( 70%) |
Light | + 16%( 70%) |
Darkness | + 28%( 70%) |
Cold | + 70%( 70%) |
Lightning | + 38%( 70%) |
Fire | + 7%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 26% |
Bleed Resistance | 100% |
Confusion Resistance | 60% |
Fear Resistance | 100% |
Stun Resistance | 91% |
Poison Resistance | 80% |
Blind Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 236 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 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 / Battle tactics | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+3 eff.) Apr +3 On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +9% cold +3% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Acc +25 (+7 eff.) ----- def ----- Armour +2 Phys.save +5 (+3 eff.) Die.at -40.00 life Heal.mod +11% ---------- misc 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 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +2 Cun +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Mind.pwr +3 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +12% cold ---------- misc Max.stam +10.00 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +19.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +3% lightning +3% fire +6% light Blind- +10% Confus- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +11% lightning +9% cold Stun/Frz- +21% ---------- misc Psi/ret +0.08 Hate/m.crit +3.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 cold On Crit.r2 +8 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * Create an explosion dealing 15 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +10% acid +6% cold Res.pen +7% acid ----- def ----- Resists +6% cold Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% ----- def ----- Resists +18% lightning +3% darkness Spell.save +3 (+3 eff.) Max.HP +33.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Con dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Dmg.mod +9% cold ----- def ----- Defense +6 (+3 eff.) Fatigue -3% Resists +6% light Phys.save +9 (+5 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 | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +36% cold Max.HP +30.00 ---------- misc Hate/m.crit +3.00 A suit of armour made of mail. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 105 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil ----- def ----- Resists +5% arcane Heal.mod +5% Disarm- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 1.0 T1 dagger 1H weapon [Rare] Nature Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Melee Ret 2 cold ----- def ----- Resists +3% lightning +6% darkness Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Psionic 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% Melee+ +6 darkness Against +6% Living Sharp, short and deadly. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% darkness Res.pen +10% mind Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +23% Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% arcane +1% physical Max.HP +31.00 Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Dmg.mod +12% blight +3% fire Melee Ret 6 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Res.pen +5% arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Armour +3 Defense +7 (+3 eff.) Phys.save +11 (+6 eff.) Spell.save +12 (+7 eff.) Mind.save +11 (+5 eff.) ---------- misc Hate/m.crit +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% blight +9% darkness +9% mind Res.pen +15% blight +10% mind ----- def ----- Armour +1 Fatigue +1% Resists +5% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +5% cold ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% lightning A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% light +11% darkness Crit.chn- 5.00% Phys.save +3 (+2 eff.) HP.reg +4.00 Silence- +20% A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Phasing +10% ----- def ----- Armour +9 Fatigue +22% Resists +24% lightning +8% physical +9% fire +5% cold +6% mind +6% acid Mind.save +12 (+6 eff.) Disarm- +22% Stun/Frz- +20% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +6% darkness Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Stam/turn +2.00 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. |
![]() 2.0 T1 lite [Ego] Master While equipped: ---------- misc 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 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 totem charm [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +6 Phys.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 Abeci the Ghoul Marauder level 10
2nd Flare 122nd year of Ascendancy at 19:22 see stats
By Abeci the Ghoul Marauder level 14
2nd Dusk 122nd year of Ascendancy at 08:53 see stats
By Abeci the Ghoul Marauder level 9
1st Flare 122nd year of Ascendancy at 15:33 see stats
Log
Abeci hits Dreaming dire wolf for 5 cold, 16 acid (21 total damage).
Abeci has finished recovering.
Abeci slows down.
Talent Flurry is ready to use.
Talent Dual Strike is ready to use.
Abeci moves reluctantly!
Emitha the dreaming white wolf summons a Ritch Flamespitter!
Vorabeth the dozing grizzly bear uses Disarm.
Abeci is disarmed!
Thought-forged bowman shoots!
Vorabeth the dozing grizzly bear hits Abeci for 25 physical, 11 physical (36 total damage).
Vorabeth the dozing grizzly bear's Beyond the Flesh hits Abeci for (16 parried), 26 physical, 11 physical (38 total damage).
Mechanical Arms hits Abeci for (16 parried) damage.
The Dreaming One receives 1 healing (1 psi heal).
Silaldariarin the dozing treant shoots!
Silaldariarin the dozing treant hits Abeci for 16 mind damage.
Silaldariarin the dozing treant's Shoot hits Abeci for 33 physical, 4 nature, 6 fire (43 total damage).
You may not change level so soon after a kill (5 game turns left to wait)!
You may not change level so soon after a kill (5 game turns left to wait)!
Abeci uses Skullcracker.
Vorabeth the dozing grizzly bear wanders around!
Abeci hits Vorabeth the dozing grizzly bear for 122 physical, 0 arcane (122 total damage).
Emitha the dreaming white wolf performs a melee critical strike against Abeci!
Yvuriavena the dreaming black bear uses Lunge.
Yvuriavena the dreaming black bear performs a melee critical strike against Abeci!
Abeci resists the blow!
Emitha the dreaming white wolf hits Abeci for 6 mind, 9 mind (15 total damage).
Yvuriavena the dreaming black bear hits Abeci for 124 physical damage.
Abeci the level 15 ghoul marauder was cleaved to death by Yvuriavena the dreaming black bear on level 3 of Heart of the Gloom.