











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Better Item Description 1.6.6This 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 Embers of Rage 1.6.7Official 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 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Krog |
Class | Wyrmic |
Level / Exp | 18 / 58% |
Size | big |
Lifes / Deaths | Killed by Horned Horror at level 16 on the 13rd Haze 122nd year of Ascendancy at 17:29 2 / 3Killed by Horned Horror at level 16 on the 13rd Haze 122nd year of Ascendancy at 18:39 Killed by The Fragmented Essence of Harkor'Zun at level 18 on the 41st Haze 122nd year of Ascendancy at 02:49 |
Antimagic | Follower |
Primary Stats
Strength | 50 (base 46) |
Dexterity | 18 (base 10) |
Constitution | 16 (base 11) |
Magic | 8 (base 10) |
Willpower | 69 (base 39) |
Cunning | 17 (base 10) |
Resources
Life | 703/703 |
Equilibrium | 0 |
Healing Factor | 1.2583870967742 |
Regeneration | 19.942284856563 |
Speed
Mental | +15.96386969525% |
Attack | +5.96386969525% |
Movement | -62.96871079656% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 47 |
Accuracy | 47 |
Crit Chance | 9% |
APR | 15 |
Speed | 0.86 |
Offense: Offhand
Damage | 24 |
Accuracy | 47 |
Crit Chance | 8% |
APR | 15 |
Speed | 0.86 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 6% |
Speed | 0.94371789448232 |
Offense: Damage Bonus
Light | +10% |
Fire | +19% |
Nature | +22% |
Offense: Damage Penetration
Lightning | +15% |
Defense: Base
Armour (hardiness) | 28.08934837382 (81.030927835052%) |
Defense | 6 |
Ranged Defense | 6 |
Fatigue | 32 |
Physical Save | 29 |
Spell Save | 26 |
Mental Save | 40 |
Defense: Resistances
Acid | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 16%( 70%) |
Light | + 39%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 2%( 70%) |
Fire | + 70%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 40% |
Bleed Resistance | 40% |
Confusion Resistance | 10% |
Knockback Resistance | 41% |
Stun Resistance | 29% |
Instadeath Resistance | 100% |
Blind Resistance | 9% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Strength stat. |
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 607% 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 343 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Fungus | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Willpower 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 Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within8 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% fire Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% lightning +5% fire +3% light +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(125 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +6% fire HP.reg +4.00 Disarm- +20% Confus- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 fire Dmg.mod +4% fire Acc +11 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% fire 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. |
Tool | ![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% nature ----- def ----- Resists +10% nature ---------- misc Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +8 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+3 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 193 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +16 nature While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +12 (+4 eff.) ----- def ----- Resists +3% lightning +5% arcane +6% light Mind.save +12 (+4 eff.) HP.reg +4.00 One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 longsword 1H weapon [Ego++] Disrupt/Psionic Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On Crit: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Sharp, long, and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Fatigue +22% Mind.save +11 (+4 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +11.00 Rings can have magical properties. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +0.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: On Hit: * 13% chance to reduce armor by 9% While equipped: dps ---------- Melee+ 6 acid Melee Ret 4 acid ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +19% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 122% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+9 eff.) Fatigue +6% Disarm- +24% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane Power 151% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 5 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +3% blight Disease- +29% ---------- misc Mana/turn +0.04 Max.vim +10.00 One-handed war axes. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.50 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +10 (+5 eff.) 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. |
![]() 14.0 T1 heavy armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
![]() 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 58% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 Lrodi the Krog Wyrmic level 17
33rd Haze 122nd year of Ascendancy at 04:47 see stats
By Lrodi the Krog Wyrmic level 9
6th Flare 122nd year of Ascendancy at 04:21 see stats
By Lrodi the Krog Wyrmic level 17
39th Haze 122nd year of Ascendancy at 17:03 see stats
By Lrodi the Krog Wyrmic level 10
23rd Dusk 122nd year of Ascendancy at 13:15 see stats
By Lrodi the Krog Wyrmic level 8
2nd Mirth 122nd year of Ascendancy at 14:37 see stats
By Lrodi the Krog Wyrmic level 18
40th Haze 122nd year of Ascendancy at 21:27 see stats
Log
The Fragmented Essence of Harkor'Zun rushes out!
Lrodi is dazed!
Melee retaliation hits The Fragmented Essence of Harkor'Zun for (13 blocked), 0 cold, (13 blocked), 0 cold (0 total damage).
The Fragmented Essence of Harkor'Zun hits Lrodi for 140 physical, 8 acid, 6 fire, 136 physical, 8 acid, 6 fire (304 total damage).
Lrodi is not dazed anymore.
Burning from The Fragmented Essence of Harkor'Zun hits Lrodi for 7 fire damage.
Bleeding from The Fragmented Essence of Harkor'Zun hits Lrodi for 41 physical damage.
Lrodi uses Infusion: Regeneration.
Lrodi starts regenerating health quickly.
The Fragmented Essence of Harkor'Zun uses To The Arms.
The Fragmented Essence of Harkor'Zun performs a melee critical strike against Lrodi!
Lrodi is suffering and fails to concentrate on dealing damage.
Melee retaliation hits The Fragmented Essence of Harkor'Zun for 13 cold damage.
The Fragmented Essence of Harkor'Zun hits Lrodi for 235 physical, 8 acid (242 total damage).
Lrodi the level 18 krog wyrmic was corroded to death by The Fragmented Essence of Harkor'Zun on level 3 of Daikara.
You have 2 life(s) left.
Lrodi stops burning.
Lrodi is no longer attuned.
Lrodi stops bleeding.
Lrodi deactivates Icy Skin.
Lrodi is suffering less.
Lrodi stops regenerating health quickly.
Lrodi has finished recovering.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Fragmented Essence of Harkor'Zun killed Lrodi!
Saving game...
Saving done.