











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! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. 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 | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Archer |
Level / Exp | 23 / 55% |
Size | medium |
Lifes / Deaths | Killed by Glelravea the ghast at level 23 on the 14th Haze 122nd year of Ascendancy at 21:37 / 1 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 71 (base 53) |
Constitution | 16 (base 10) |
Magic | 16 (base 10) |
Willpower | 21 (base 10) |
Cunning | 51 (base 46) |
Resources
Life | -152/487 |
Stamina | 141/238 |
Healing Factor | 1.1745771506546 |
Regeneration | 13.213992944864 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 33.891010379467 |
See Invisible | 33.891010379467 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 92 |
Accuracy | 63 |
Crit Chance | 34% |
APR | 39 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +5% |
Physical | +3% |
Cold | +5% |
All | 0% |
Darkness | +18% |
Mind | +6% |
Fire | +3% |
Lightning | +29% |
Offense: Damage Penetration
Light | +10% |
Temporal | +10% |
Arcane | +15% |
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 24 (63.914983985962%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 40 |
Mental Save | 43 |
Defense: Resistances
Lightning | + 3%( 70%) |
Acid | + 21%( 70%) |
Light | + 12%( 70%) |
Cold | + 7%( 70%) |
Mind | + 7%( 70%) |
Physical | + 1%( 70%) |
Fire | + 24%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 292 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 720% 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. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -402 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 804 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by Rissulamae. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)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 |
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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Effects on melee hit: * 10% chance to reduce armor by 22% Damage when hit (Melee): 2 mind Changes stats: +8 Lck / +5 Dex Changes resistances: +12% light Changes resistances penetration: +10% mind Reduces incoming crit damage: 15.00% Stealth bonus: +8 A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 26.5 - 31.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 22 On weapon crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 mind / +20 fire Damage (radius 1) on hit: +20 mind / +12 fire Shots are used with slings to pummel your foes to death. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +1 Str / +3 Dex Changes damage: +3% lightning / +18% darkness Light radius: +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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Str / +3 Dex Changes resistances: +1% physical Changes damage: +3% physical Physical save: +3 (+1 eff.) Stamina each turn: +3.00 A cap made of leather. |
Tool | ![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+4 eff.) Life regen: +8.00 Maximum life: +47.00 Maximum stamina: +15.00 Healing mod.: +12% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +8 Wil Changes resistances: +12% fire Changes damage: +3% fire Mental save: +4 (+2 eff.) Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +22% Maximum life: +26.00 Spellpower: +7 (+4 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Changes stats: +2 Con Changes resistances penetration: +10% light Mental save: +7 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 Mindpower: +5 (+2 eff.) Light radius: +3 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (Ranged): +10 lightning When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +2 Str Changes damage: +11% lightning Slings are used to hurl stones or metal shots at your foes. |
On hands | ![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +15 (+5 eff.) Armour: +6 Defense: +15 (+4 eff.) Damage (Melee): 7 cold Changes resistances: +12% fire / +7% cold Changes resistances penetration: +10% physical Changes damage: +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +10 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +2 Str / +1 Dex / +3 Cun Changes resistances: +7% mind / +21% acid Spell save: +12 (+4 eff.) Mental save: +22 (+8 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce armor by 22% Changes resistances: +3% lightning Changes damage: +15% lightning / +6% mind / +12% acid Critical mult.: +12.00% Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Cun / +2 Con Changes resistances penetration: +15% arcane / +10% temporal Physical save: +11 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +12 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 188 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% mind Confusion immunity: +21% Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (radius 1) on hit: +16 blight When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Damage when hit (Melee): 2 temporal Changes resistances penetration: +5% blight / +15% arcane Changes damage: +6% arcane / +9% blight Slings are used to hurl stones or metal shots at your foes. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rissulamae the Shalore Archer level 20
41st Dusk 122nd year of Ascendancy at 10:35 see stats
By Rissulamae the Shalore Archer level 21
51st Dusk 122nd year of Ascendancy at 18:07 see stats
By Rissulamae the Shalore Archer level 18
28th Dusk 122nd year of Ascendancy at 13:01 see stats
By Rissulamae the Shalore Archer level 10
1st Summertide 122nd year of Ascendancy at 18:54 see stats
By Rissulamae the Shalore Archer level 20
29th Dusk 122nd year of Ascendancy at 20:56 see stats
By Rissulamae the Shalore Archer level 23
14th Haze 122nd year of Ascendancy at 21:23 see stats
By Rissulamae the Shalore Archer level 9
7th Mirth 122nd year of Ascendancy at 18:10 see stats
By Rissulamae the Shalore Archer level 23
2nd Haze 122nd year of Ascendancy at 19:22 see stats
By Rissulamae the Shalore Archer level 14
4th Dusk 122nd year of Ascendancy at 14:32 see stats
By Rissulamae the Shalore Archer level 23
2nd Haze 122nd year of Ascendancy at 01:48 see stats
By Rissulamae the Shalore Archer level 16
18th Dusk 122nd year of Ascendancy at 23:20 see stats
Log
Glelravea the ghast casts Netherblast.
Glelravea the ghast's spell attains critical power!
Glelravea the ghast is wasting away!
Rissulamae is wasting away.
Rissulamae's Pin Down performs a ranged critical strike against Glelravea the ghast!
Glelravea the ghast's void star absorbs the damage from Rissulamae's Pin Down, converting it into entropy!
Glelravea the ghast is pinned to the ground.
Glelravea the ghast is cut deeply.
Rissulamae's Pin Down hits Glelravea the ghast for (72 to entropy), 88 physical, 11 lightning, 18 fire, 5 mind, 9 mind, 11 fire (143 total damage).
Glelravea the ghast loses 6 health to the entropy.
Deep Wound from Rissulamae hits Glelravea the ghast for 24 physical damage.
Rissulamae reacts to damage from Glelravea the ghast's Netherblast, mitigating the blow!.
Rissulamae reacts to damage from Glelravea the ghast's Netherblast, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Rissulamae crumbles.
Talent Infusion: Movement is ready to use.
Talent Track is ready to use.
Glelravea the ghast's Netherblast hits Rissulamae for (76 reacted , -5 stam), (180 absorbed), 0 temporal, (63 reacted , -5 stam), (112 absorbed), 35 darkness (35 total damage).
Rissulamae uses Track.
Glelravea the ghast casts Cacophony.
Glelravea the ghast loses 6 health to the entropy.
Deep Wound from Rissulamae hits Glelravea the ghast for 24 physical damage.
Rissulamae uses Infusion: Movement.
Rissulamae is moving at extreme speed!
Glelravea the ghast casts Terminus.
Rissulamae reacts to damage from Glelravea the ghast, mitigating the blow!.
Rissulamae regains their strength.
Glelravea the ghast hits Rissulamae for (30 reacted , -5 stam), 72 temporal (72 total damage).
Rissulamae the level 23 shalore archer was replaced by a time clone (and no one ever knew the difference) to death by Glelravea the ghast on level 1 of Ruined halfling complex.