










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Japanese 1.7.6以後、本体側の日本語ファイルでエラーが発生した場合、こちらのアドオンで上書きして修正します。外部のクラス・種族アドオンにも対応していきます。 現在 外部アドオンのQlass Pack、Demolisher、Martyr、Hekatonkheireにも対応しています。 2024 3/25 いなし上手の説明文修正 2024 1/1 NPCの名前の前後にスペースを追加(レア敵などの名前が見やすくなっていると思います) 文責 Weizsacker Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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:
Mage Knight Unofficial 1.7.6UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :') If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned. Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Items Vault 1.7.6Donators/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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 | Cornac |
| Class | Mana Knight |
| Level / Exp | 13 / 30% |
| Size | big |
| Lifes / Deaths | Killed by Isyldatta the giant spider at level 13 on the 6th Dusk 122nd year of Ascendancy at 21:00 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 21 (base 14) |
| Constitution | 10 (base 10) |
| Magic | 53 (base 39) |
| Willpower | 28 (base 25) |
| Cunning | 19 (base 10) |
Resources
| Life | -66/254 |
| Essence | 34/100 |
| Healing Factor | 1.0000001549981 |
| Regeneration | 8.2500012787342 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 52 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 44 |
| Crit Chance | 20% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +12% |
| Physical | +3% |
| Nature | +10% |
| Arcane | +10% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 30 (42%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 7 |
| Physical Save | 24 |
| Spell Save | 36 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Blight | + 23%( 76%) |
| Arcane | + 28%( 76%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 23%( 76%) |
| Physical | + 13%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 22%( 66%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 14% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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 82 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Wizard Knight | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Magical Fundamentals | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Mana Flare | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Arcane Expertimentation | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
| Technique / Weapons Master | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat Casting | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Flexible Combat Training | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
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 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 Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Innovation (+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 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed ritch stinger. | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Dawnrazor' (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +5 Cun Changes damage: +6% light / +3% mind Reduces incoming crit damage: 5.00% Mental crit. chance: +1% Infravision radius: +2 A pair of boots made of leather. |
| Light source | brass lantern 'Loamream'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 11 fire Changes stats: +1 Dex Changes resistances: +6% nature / +6% fire Only die when reaching: -40.00 life Light radius: +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 | Brighttrail the rough leather cap (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +11 Fatigue: +1% Changes resistances penetration: +5% light Changes damage: +6% light Disease immunity: +10% Infravision radius: +1 A cap made of leather. |
| Tool | Eregabar the iron pickaxe (dig speed 30 turns) =CD=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Cun Critical mult.: +15.00% Mana when firing critical spell: +1.00 Maximum hate: +4.00 Spell crit. chance: +1% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Xaneda'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 21 Damage when hit (Melee): 2 physical Changes stats: +3 Dex Changes resistances: +20% nature Changes damage: +10% nature / +3% physical Rings make your fingers look great! |
| On fingers | copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% acid / +12% fire / +10% lightning / +12% cold Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
| Around waist | Horodar the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% acid Reduces incoming crit damage: 15.00% Spell save: +7 (+3 eff.) See invisible: +3 Size category: +1 A belt that goes around your waist. |
| In main hand | surging elm magestaff of illumination (10-12 power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+3 eff.) Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 78.33 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. |
| On hands | restful rough leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +2 Changes stats: +3 Dex Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 0% Str, 0% Dex, 120% Mag, 0% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Amuruihek (4 def, 5 armour)Requires: - Magic 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +5 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +4 Mag Changes resistances: +1% physical / +15% fire Stamina each turn: +2.00 A suit of armour made of leather. |
| Cloak | Fogsmasher the linen cloak (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +12% lightning / +10% cold / +5% arcane / +3% light Changes damage: +3% darkness Physical save: +4 (+2 eff.) 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 of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 44; cd 12) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 44 then cleanse 1 wound, poison, and disease effect. 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. |
This item will automatically be transmogrified when you leave the level.wild infusion of the warrior (res 18%; magical; dur 3; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. 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. |
This item will automatically be transmogrified when you leave the level.chilling iron mace of massacre (18-26 power, 2 apr) Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.5 - 25.9 Uses stats: 100% Mag, 0% Str Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 cold Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Bolttitan the elm starstaff (10-12 power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Flexible Weapon Training Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% arcane / +35% mind Changes damage: +3% lightning / +10% physical / +3% arcane Talent granted: +1 Command Staff Mana each turn: +0.20 Spellpower: +11 (+3 eff.) Spell crit. chance: +1% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots 'Ashrune' (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% light / +6% fire Changes resistances penetration: +15% mind Critical mult.: +10.00% Equilibrium when hit: +0.12 Infravision radius: +1 A pair of boots made of leather. |
agate0.00 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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)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 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 ChestPowered 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. |
3 ametrine0.00 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Monju ManaKnight the Cornac Mana Knight level 11
1st Flare 122nd year of Ascendancy at 20:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Monju ManaKnight the Cornac Mana Knight level 10
79th Pyre 122nd year of Ascendancy at 17:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Monju ManaKnight the Cornac Mana Knight level 7
77th Pyre 122nd year of Ascendancy at 14:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Monju ManaKnight the Cornac Mana Knight level 11
2nd Dusk 122nd year of Ascendancy at 20:02 see stats
Log
Armoured skeleton warrior shatters!
Armoured skeleton warrior shatters!
Armoured skeleton warrior shatters!
Isyldatta the giant spider receives 27 healing from Temporal Restoration Field.
Talent Mana Bolt is ready to use.
Bleeding from Isyldatta the giant spider hits Monju ManaKnight for (1 shrugged off), 41 physical (41 total damage).
Monju ManaKnight uses Infusion: Regeneration.
Monju ManaKnight starts regenerating health quickly.
Monju ManaKnight hits Skeleton mage for 37 arcane damage.
Monju ManaKnight hits Lord of Skulls (warrior) for 37 arcane, 37 arcane, 37 arcane (112 total damage).
Monju ManaKnight hits Eternal bone giant for 37 arcane, 37 arcane, 37 arcane (112 total damage).
Monju ManaKnight hits Isyldatta the giant spider for 34 arcane, 34 arcane (68 total damage).
Monju ManaKnight hits Black jelly for 37 arcane damage.
Melee retaliation hits Lord of Skulls (warrior) for 9 fire, 1 physical (11 total damage).
Lord of Skulls (warrior) hits Monju ManaKnight for 22 physical, 4 acid, 3 fire (28 total damage).
Isyldatta the giant spider casts Flame.
Isyldatta the giant spider's spell attains critical power!
Monju ManaKnight is on fire!
Isyldatta the giant spider hits Monju ManaKnight for (2 shrugged off), 70 fire (70 total damage).
Eternal bone giant uses Throw Bones.
Eternal bone giant hits Monju ManaKnight for 30 physical damage.
Isyldatta the giant spider stops regenerating health quickly.
The fabric of time around Isyldatta the giant spider returns to normal.
Skeleton mage casts Manathrust.
Skeleton mage hits Monju ManaKnight for (1 shrugged off), 57 arcane (57 total damage).
Skeleton mage hits Isyldatta the giant spider for 0 arcane damage.
Bleeding from Isyldatta the giant spider hits Monju ManaKnight for (1 shrugged off), 63 physical (63 total damage).
Burning from Isyldatta the giant spider hits Monju ManaKnight for 26 fire damage.
Monju ManaKnight the level 13 cornac mana knight was battered to death by Isyldatta the giant spider on level 3 of Scintillating Caves.


























