










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 | Halfling |
| Class | Berserker |
| Level / Exp | 12 / 52% |
| Size | small |
| Lifes / Deaths | Killed by Beluta the white worm mass at level 12 on the 8th Mirth 122nd year of Ascendancy at 00:32 / 1 |
Primary Stats
| Strength | 35 (base 36) |
| Dexterity | 31 (base 23) |
| Constitution | 18 (base 13) |
| Magic | 11 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | -293/376 |
| Stamina | 85/143 |
| Healing Factor | 1.1711363549267 |
| Regeneration | 5.2321066815049 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 24.097534654637 |
| See Invisible | 26.097534654637 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 44 |
| Crit Chance | 4% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 30.08934837382 (81.151787968034%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 22 |
| Physical Save | 19 |
| Spell Save | 22 |
| Mental Save | 21 |
Defense: Resistances
| Physical | + 6%( 70%) |
| Nature | + 16%( 70%) |
| Light | + 10%( 70%) |
| Cold | + 15%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 15%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 22% |
| Poison Resistance | 21% |
| Silence Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Strength 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 550% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+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 |
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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' | 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 |
Equipment
| On feet | Duathelwish (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 11% ----- def ----- Armour +1 Resists +6% light Silence- +22% Confus- +20% Stun/Frz- +22% A pair of boots made of leather. |
| Light source | brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +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. |
| On head | Amudochak (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex +3 Con dps ---------- Res.pen +15% physical ----- def ----- Defense +1 (+0 eff.) Resists +5% fire +6% cold ---------- misc Max.stam +10.00 See.Invis +3 A pointy cloth hat, very wizardly... |
| Tool | Aerybeth the steel torque of psionic shield [power 47] (12/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +2% physical Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +5% cold HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
| In main hand | Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | heroic hardened leather gloves (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +8 (+4 eff.) Max.HP +40.00 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +4 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | iron plate armour 'Velonne' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 12 ----- def ----- Armour +7 Fatigue +22% Resists +5% arcane Max.HP +24.00 A suit of armour made of metal plates. |
| Cloak | Layonor the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +15% mind ----- def ----- Defense +1 (+0 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. |
| Around neck | Glorida0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Dex dps ---------- Res.pen +5% physical Melee Ret 2 physical ----- def ----- Armour +6 Resists +13% nature +13% blight Die.at -60.00 life Poison- +21% Disease- +20% Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 459%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 459% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the psychic (damage 67; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 67.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
Murkglean0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% mind +6% nature +6% darkness Confus- +21% Amulets make your neck look great! |
clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +11% mind Confus- +24% Amulets make your neck look great! |
Armerath (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: Stats +6 Str +6 Wil +6 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% physical +5% cold Res.pen +5% cold Acc +9 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
slime-covered steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 8% chance to slow global speed by 37% Sharp, short and deadly. |
steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Amodunavon the iron greatsword (26-41 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +5.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Mind.pwr +10 (+6 eff.) ----- def ----- Defense +10 (+5 eff.) Massive two-handed swords. |
iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 13.5 - 21.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword 'Radiancerip' (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +10% Undead On Hit.r1 +12 light While equipped: Stats +1 Mag +5 Con Massive two-handed swords. |
Grinedil the Sparkterror (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% lightning +5% acid On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +1 Resists +6% acid +7% fire +6% cold A pair of boots made of leather. |
dreamer's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Islith the iron gauntlets (5 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+2 eff.) Apr +1 ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +20% Disarm- +23% Unarmed combat: Power 10.0 - 14.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 fire Dmg.mod +5% fire Acc +11 (+4 eff.) ----- def ----- Armour +2 Resists +5% fire Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Unarmed combat: Power 12.0 - 13.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sulfurwend (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +10% nature Acc +10 (+4 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% blight +17% fire +11% nature A suit of armour made of leather. |
cleansing rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% nature +11% blight Max.HP +24.00 A suit of armour made of leather. |
rough leather armour of resilience (3 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +22.00 A suit of armour made of leather. |
5 agate0.0 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. |
127 alchemist agate0.0 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. |
Tooth of the Mouth (dig speed 12 turns)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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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. |
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. |
3 ametrine0.0 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. |
4 citrine0.0 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. |
3 zircon0.0 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zalharial the Halfling Berserker level 10
2nd Mirth 122nd year of Ascendancy at 21:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zalharial the Halfling Berserker level 7
78th Pyre 122nd year of Ascendancy at 17:47 see stats
Log
Salaressra the war bear uses Dual Strike.
Salaressra the war bear performs a melee critical strike against Zalharial!
Zalharial is poisoned!
Zalharial resists the stunning strike!
Salaressra the war bear performs a melee critical strike against Zalharial!
Salaressra the war bear hits Zalharial for 54 physical, 48 physical (102 total damage).
Melee retaliation hits Salaressra the war bear for 2 physical, 2 physical (4 total damage).
Salaressra the war bear is less vulnerable.
Zalharial uses Infusion: Movement.
Zalharial is moving at extreme speed!
Deadly Poison from Salaressra the war bear hits Zalharial for 10 nature damage.
Zalharial picks up (p.): rough leather gloves of strength (+3) (0 def, 1 armour).
Zalharial slows down.
Deadly Poison from Salaressra the war bear hits Zalharial for 10 nature damage.
Salaressra the war bear activates Stealth.
Beluta the white worm mass uses Rampage.
Beluta the white worm mass begins rampaging!
Deadly Poison from Salaressra the war bear hits Zalharial for 10 nature damage.
Beluta the white worm mass uses Blindside.
Zalharial tries to evade attacks.
Beluta the white worm mass hits Zalharial for 56 physical damage.
Melee retaliation hits Beluta the white worm mass for 2 physical damage.
Zalharial the level 12 halfling berserker was impaled to death by Beluta the white worm mass on level 3 of Norgos Lair.
Zalharial's rage subsides!





































































