











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Solar Gun Weapons 1.6.0This Addon creates the Sungun class and adds Solar Guns for it to use, along with many talents - all based on the Boktai series of games for the Gameboy Advance. Changes & Features: + Solar Guns & Solar Batteries are created, and drop in the world. +Sungun is an available class under the Celestial class set. + A Lens Talent Tree is available to swap damage type. +An Explosives Talent Tree is available to deal with groups of foes. + Solar Spells, inspired directly by Boktai, are available for use in a Talent Tree. +Darkness Spells, inspired directly by Boktai, are available for use in a Talent Tree. + Multiple new Talents are created, including some of the ones listed above. -Dual-gunning with Solar Guns has been removed. Knives are starting equipment for a reason. Current missing features: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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.
nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Strength for Slings 1.6.0This Addon changes the stat makeup of Sling Ammo. Better Item Description 1.6.0This 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 Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Sungun |
Level / Exp | 8 / 100% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 8 on the 2nd Summertide 122nd year of Ascendancy at 10:37 / 1 |
Primary Stats
Strength | 12 (base 12) |
Dexterity | 25 (base 14) |
Constitution | 23 (base 23) |
Magic | 24 (base 22) |
Willpower | 17 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | -68/286 |
Mana | 170/170 |
Stamina | 138/138 |
Positive | 71/71 |
Healing Factor | 1.10103626943 |
Regeneration | 0.27525906735751 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 34 |
Accuracy | 38 |
Crit Chance | 8% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 38 |
Crit Chance | 8% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Blight | +5% |
Lightning | +21% |
Cold | +10% |
Nature | +5% |
Offense: Damage Penetration
Cold | +8% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 14 |
Mental Save | 12 |
Defense: Resistances
Lightning | + 14%( 70%) |
Temporal | + 21%( 70%) |
All | + 11%( 70%) |
Cold | + 24%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Poison Resistance | 20% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 167 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (25 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Solargun training | 1.30 |
| 2/5 |
| 1/5 |
Celestial / Sunlight | 1.50 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Solar magic | 1.40 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.15 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity 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 |
Equipment
Quiver | Yvessra the Voidbreaker(22/22, 12.5-15 power, 1 apr) Yvessra the Voidbreaker(22/22, 12.5-15 power, 1 apr)0.0 T1 battery ammo [Rare] Psionic Power 12.5 - 15.0 Bright light Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 22 Phasing +30% Ranged+ +4 blight +6 physical On Hit: * 20% chance to reduce damage dealt by 12% * 20% chance to knock the target back 3 spaces and deal 67 physical damage Batteries are used to power Solar Guns. |
Light source | ![]() 2.0 T1 lite [Normal] While equipped: ---------- 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] Master While equipped: dps ---------- Dmg.mod +3% lightning Acc +20 (+7 eff.) ----- def ----- Armour +3 Fatigue +1% Resists +3% lightning ---------- misc Infravis +1 A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets can have magical properties. |
In main hand | timeworn solar gun of lightning timeworn solar gun of lightning1.0 T1 solargun 1H weapon [Ego] Arcane Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +5 lightning While equipped: dps ---------- Dmg.mod +9% lightning A compact gun that conducts solar energies. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | steady timeworn solar gun of lightning steady timeworn solar gun of lightning1.0 T1 solargun 1H weapon [Ego] Arcane/Master Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +5 lightning While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +9% lightning Acc +6 (+3 eff.) A compact gun that conducts solar energies. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% 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 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 21 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 159 damage for 4 turns. Its effects scale with your Constitution 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 [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% light +13% darkness Blind- +20% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +15 (+8 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold ---------- misc Light +1 Rings can have magical properties. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T1 mace 1H weapon [Ego] Nature/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 nature +7 mind On Hit: * 10% chance to reduce all saves and defense by 14 While equipped: Stats +2 Cun +2 Wil Blunt and deadly. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Phys.save +5 (+5 eff.) Spell.save +5 (+5 eff.) Mind.save +7 (+7 eff.) ---------- misc Mana/turn +0.14 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+4 eff.) Dmg.mod +10% cold ---------- misc Mana/turn +0.10 Max.mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 trident 2H weapon [Ego] Arcane Power 12.0 - 19.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.5% Atk.spd 91% On Crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T1 trident 2H weapon [Ego] Master Power 20.0 - 32.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +1.5% Atk.spd 91% A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
balanced rough leather whip (10.5-12.6 power, 0 apr) balanced rough leather whip (10.5-12.6 power, 0 apr)3.0 T1 whip 1H weapon [Ego] Master Power 10.5 - 12.6 Physical Uses 80% Dex Mastery Exotic Weapons Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% Long and lethal. |
rough leather whip (12-14.4 power, 0 apr) rough leather whip (12-14.4 power, 0 apr)3.0 T1 whip 1H weapon [Normal] Power 12.0 - 14.4 Physical Uses 80% Dex Mastery Exotic Weapons Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +5.0% Atk.spd 125% Long and lethal. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +15% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T1 massive armor Reqs - Massive armour training Str 22 [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs - Massive armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +15% acid HP.reg +3.40 ---------- misc Stam/turn +0.50 A suit of armour made of metal plates. |
flaming timeworn solar battery(22/22, 11.5-13.8 power, 1 apr) flaming timeworn solar battery(22/22, 11.5-13.8 power, 1 apr)0.0 T1 battery ammo [Ego] Arcane Power 11.5 - 13.8 Bright light Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 22 On Hit.r1 +6 fire Batteries are used to power Solar Guns. |
timeworn solar battery(28/28, 11-13.2 power, 1 apr) timeworn solar battery(28/28, 11-13.2 power, 1 apr)0.0 T1 battery ammo [Normal] Power 11.0 - 13.2 Bright light Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 28 Batteries are used to power Solar Guns. |
timeworn solar battery(29/29, 13-15.6 power, 1 apr) timeworn solar battery(29/29, 13-15.6 power, 1 apr)0.0 T1 battery ammo [Normal] Power 13.0 - 15.6 Bright light Uses 70% Mag, 50% Dex Mastery Solargun Mastery Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +2.0% Capacity 29 Batteries are used to power Solar Guns. |
![]() 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 (+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. |
![]() 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. |
![]() 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
Log
Rena is afflicted by a decrepitude disease!
Elven cultist's Soul Rot hits Rena for (167 absorbed), 64 blight (64 total damage).
Rena's light area effect hits Elven cultist for (18 absorbed), 0 light (0 total damage).
Decrepitude Disease from Elven cultist hits Rena for 32 blight damage.
Elven cultist casts Drain.
Elven cultist hits Rena for 119 blight damage.
Rena's light area effect hits Elven cultist for (18 absorbed), 0 light (0 total damage).
Rena casts Healing Light.
Rena receives 172 healing.
Elven cultist casts Dark Portal.
Decrepitude Disease from Elven cultist hits Rena for 41 blight damage.
Elven cultist activates his torque!
Rena shrugs off the effect 'Silenced'!
Elven cultist hits Rena for 58 mind damage.
Decrepitude Disease from Elven cultist hits Rena for 33 blight damage.
Rena casts Rune: Shatter Afflictions.
Rena is free from the decrepitude disease.
A shield forms around Rena.
Elven cultist misses Rena.
Talent Searing Light is ready to use.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Your shield crumbles under the damage!
The shield around Rena crumbles.
Saving game...