Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Normal Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 14 / 51% |
Size | medium |
Lifes / Deaths | Killed by corrupted protoplasmic controller at level 14 on the 11st Haze 122nd year of Ascendancy at 01:35 / 1 |
Primary Stats
Strength | 53 (base 40) |
Dexterity | 13 (base 11) |
Constitution | 26 (base 25) |
Magic | 10 (base 10) |
Willpower | 12 (base 10) |
Cunning | 30 (base 15) |
Resources
Life | -26/446 |
Stamina | 99/154 |
Healing Factor | 1.1316586254954 |
Regeneration | 0.28291465637384 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 26.446758763835 |
See Invisible | 26.446758763835 |
Offense: Mainhand
Damage | 94 |
Accuracy | 22 |
Crit Chance | 19% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Lightning | +11% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Fire | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 23.08934837382 (81.151787968034%) |
Defense | 5 |
Ranged Defense | 5 |
Fatigue | 15 |
Physical Save | 26 |
Spell Save | 11 |
Mental Save | 19 |
Defense: Resistances
Darkness | + 7%( 70%) |
Acid | + 7%( 70%) |
Light | + 10%( 70%) |
Temporal | + 15%( 70%) |
Cold | + 32%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 28%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 21% |
Pinning Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 46% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 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: 15 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 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Strength 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. | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ritch stinger. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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 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.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * '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 honey tree root. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +0.40 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. |
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] Nature While equipped: Stats +6 Str +1 Dex +1 Cun dps ---------- Dmg.mod +11% lightning Res.pen +15% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Fatigue -5% Resists +20% cold ---------- misc Max.enc +21 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Resists +6% fire +6% cold Mind.save +5 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical 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 17 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 | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Main armor | ![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Armour +7 Fatigue +22% Resists +3% cold +16% fire +6% light +3% darkness A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +1 Con dps ---------- Res.pen +10% acid Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +26% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +3% mind +11% fire +3% nature +11% cold Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Con ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Psionic Power 113% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light +9 darkness Against +7% Undead +7% Living Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 124% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Disrupt Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 7% chance to slow global speed by 41% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 121% 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.r1 +8 fire Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +4.0% Atk.spd 100% Phasing +12% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+6 eff.) Disarm- +25% One-handed war axes. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +7% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +5% blight A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +7 Fatigue +22% Resists +11% blight +10% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +5 Dex dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +3% light +3% temporal Spell.save +12 (+10 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 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. |
![]() 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
By Oreanral the Cornac Berserker level 14
39th Dusk 122nd year of Ascendancy at 14:14 see stats
By Oreanral the Cornac Berserker level 10
3rd Summertide 122nd year of Ascendancy at 01:34 see stats
By Oreanral the Cornac Berserker level 11
13rd Dusk 122nd year of Ascendancy at 06:52 see stats
Log
Oreanral shrugs off Corrupted mastocytic feeder's 'Blight Poison'!
Bloated ooze is poisoned with insidious blight!!
Corrupted acidic digestor shrugs off Corrupted mastocytic feeder's 'Blight Poison'!
Bloated ooze is poisoned with blight!
Corrupted mastocytic feeder shrugs off Corrupted mastocytic feeder's 'Insidious Blight'!
Corrupted protosentient globula shrugs off Corrupted mastocytic feeder's 'Insidious Blight'!
Corrupted protoplasmic controller shares damage with his oozes!
Corrupted acidic digestor shares damage with his oozes!
Corrupted plasmic disruptor shares damage with his oozes!
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 11 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted plasmic disruptor for 14 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted plasmic disruptor for 6 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted protosentient globula for 14 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted mastocytic feeder for 14 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted plasmic disruptor for 14 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted plasmic disruptor for 6 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 11 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted protoplasmic controller for 7 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted acidic digestor for 7 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted protoplasmic controller for 14 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted protosentient globula for 10 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted mastocytic feeder for 10 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Oreanral for 9 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 7 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Bloated ooze for 7 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted acidic digestor for 5 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Corrupted protoplasmic controller for 10 blight damage.
Corrupted protoplasmic controller's Acidfire cloud hits Oreanral for 29 acid damage.
Oreanral the level 14 cornac berserker was corroded to death by a corrupted protoplasmic controller on level 1 of inside a giant tentacle.
Oreanral no longer revels in blood quite so much.