








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 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 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:
Googly Eyes 1.7.0Adds googly eyes to actors. Eyes wobble around very slowly, and get shaken to point in a new direction when you get a critical hit. Some creatures, especially from addons, may have their eyes appear somewhere weird. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archmage |
| Level / Exp | 9 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Velowe the rattlesnake at level 9 on the 8th Flare 122nd year of Ascendancy at 16:01 / 1 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 28 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 42 (base 32) |
| Willpower | 23 (base 18) |
| Cunning | 20 (base 16) |
Resources
| Life | -11/218 |
| Mana | 46/281 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 1.9873476033952 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 21 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +13% |
| Light | +6% |
| Nature | +3% |
| Mind | +21% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Light | +15% |
| Arcane | +5% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 29 |
| Mental Save | 15 |
Defense: Resistances
| Lightning | + 12%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 13%( 70%) |
| Cold | + 19%( 70%) |
| Mind | + 35%( 70%) |
| Fire | + 30%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Bleed Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 182 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 57 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic 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 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 |
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 avoidance. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * '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.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Bogwrack (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +3% nature On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +1 Fatigue -4% Resists +9% mind Phys.save +5 (+2 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +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 | aegis linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind Shield.pwr +5% HP.reg +1.70 A pointy cloth hat, very wizardly... |
| Tool | elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | Rainhue1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Resists +3% cold +6% light +6% temporal D.Red.from +16% Summoned A belt that goes around your waist. |
| In main hand | elm magestaff of greater warding (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Armour +7 Defense +7 (+4 eff.) ---------- misc Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Mardezilayon the Glintbrace (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +3% lightning +3% light Res.pen +5% lightning +15% light Melee Ret 2 darkness ----- def ----- Armour +1 Resists +5% lightning 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 | spellwoven linen robe of the mind (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% mind ----- def ----- Resists +10% mind +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Infernonaught the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +1% Res.pen +5% arcane ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +3% fire +10% cold ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Glowsting'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil dps ---------- Melee Ret 2 light On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +3% light Amulets make your neck look great! |
Inventory
healing infusion (heal 41; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 41 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
balanced iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% Blunt and deadly. |
Gleda (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 29% While equipped: dps ---------- Mind.crit +1% Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) S.pwr/crit +8 Melee Ret 2 acid ---------- misc Mana/turn +0.04 Light +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elm starstaff (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff of illumination (10-12 power, 2 apr, temporal element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 96.06 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Tulidunasin the Burnriver (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +3% fire On Hit (Melee): * 10% chance to slow global speed by 41% * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zerenik the Hazenull (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +9% fire Mind.save +3 (+3 eff.) Heal.mod +5% Confus- +20% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +6% cold A pair of boots made of leather. |
pair of iron boots 'Frostsnake' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Mind.pwr +15 (+7 eff.) ----- def ----- Armour +3 Fatigue -3% Resists +3% cold Phys.save +6 (+3 eff.) Mind.save +9 (+7 eff.) ---------- misc Max.enc +20 Equi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +14.00 A pair of boots made of leather. |
Shiverstalker the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +3% cold ---------- misc Equi/ret +0.70 Psi/ret +0.80 Hate/ret +0.70 Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
Shockcast (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% lightning +6% mind Res.pen +10% mind Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning ---------- misc Light +1 A pointy cloth hat, very wizardly... |
dwarven-steel mail armour 'Aerida' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +7% mind +17% acid Mind.save +12 (+8 eff.) Max.HP +22.00 Disarm- +20% Knockbk- +10% ---------- misc Equi/ret +0.04 A suit of armour made of mail. |
quiver of elm arrows (12/12, 14-20 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 14.0 - 19.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 12 Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Sleetwalker' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% cold Res.pen +5% cold ----- def ----- Resists +6% darkness +6% cold Spell.save +3 (+1 eff.) ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gorgulus The Unending the Skeleton Archmage level 5
10th Mirth 122nd year of Ascendancy at 23:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gorgulus The Unending the Skeleton Archmage level 5
3rd Summertide 122nd year of Ascendancy at 00:48 see stats
Log
Gorgulus The Unending's Manathrust hits Velowe the rattlesnake for 34 arcane damage.
Velowe the rattlesnake performs a melee critical strike against Gorgulus The Unending!
Melee retaliation hits Velowe the rattlesnake for 1 darkness, 1 light, 1 darkness, 1 light (4 total damage).
Velowe the rattlesnake hits Gorgulus The Unending for (38 absorbed), 0 physical, (5 absorbed), 0 arcane, (17 absorbed), 0 physical, (5 absorbed), 0 arcane (0 total damage).
Gorgulus The Unending is no longer pinned.
Gorgulus The Unending is not stunned anymore.
Burning from Gorgulus The Unending hits Velowe the rattlesnake for 29 fire damage.
You do not have enough Mana to use Pulverizing Auger.
Lightning is still on cooldown for 1 turns.
Gorgulus The Unending misses Velowe the rattlesnake.
Your shield crumbles under the damage!
The shield around Gorgulus The Unending crumbles.
Velowe the rattlesnake performs a melee critical strike against Gorgulus The Unending!
Melee retaliation hits Velowe the rattlesnake for 2 darkness, 2 light, 2 darkness, 2 light (8 total damage).
Velowe the rattlesnake hits Gorgulus The Unending for (2 absorbed), 17 physical, 5 arcane, 25 physical, 0 arcane, 4 fire (50 total damage).
Talent Lightning is ready to use.
Velowe the rattlesnake performs a melee critical strike against Gorgulus The Unending!
Velowe the rattlesnake performs a melee critical strike against Gorgulus The Unending!
Burning from Gorgulus The Unending hits Velowe the rattlesnake for 29 fire damage.
Melee retaliation hits Velowe the rattlesnake for 2 darkness, 2 light, 2 darkness, 2 light (8 total damage).
Velowe the rattlesnake hits Gorgulus The Unending for 31 physical, 0 arcane, 29 physical, 0 arcane, 4 fire (64 total damage).
Gorgulus The Unending casts Rune: Manasurge.
Gorgulus The Unending starts to surge mana.
Talent Manathrust is ready to use.
Talent Flame is ready to use.
Melee retaliation hits Velowe the rattlesnake for 2 darkness, 2 light, 2 darkness, 2 light (8 total damage).
Velowe the rattlesnake hits Gorgulus The Unending for 21 physical damage.
Gorgulus The Unending the level 9 skeleton archmage was bled to death by Velowe the rattlesnake on level 1 of Norgos Lair.













































































