Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Possessor Bonus Class 1.7.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 17 / 37% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 17 on the 54th Dusk 122nd year of Ascendancy at 15:47 / 1 |
Primary Stats
Strength | 46 (base 41) |
Dexterity | 13 (base 11) |
Constitution | 41 (base 38) |
Magic | 10 (base 10) |
Willpower | 32 (base 10) |
Cunning | 23 (base 10) |
Resources
Life | -132/648 |
Stamina | 36/203 |
Healing Factor | 1.3281403954777 |
Regeneration | 14.168000060127 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 107 |
Accuracy | 55 |
Crit Chance | 14% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Light | +27% |
Nature | +10% |
Blight | +5% |
Mind | +9% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Defense: Base
Armour (hardiness) | 35.883307766991 (81.151787968034%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 19 |
Physical Save | 31 |
Spell Save | 26 |
Mental Save | 27 |
Defense: Resistances
Physical | + 14%( 70%) |
Lightning | + 18%( 70%) |
Nature | + 18%( 70%) |
Temporal | + 16%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 23%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 45% |
Poison Resistance | 13% |
Stun Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 808% 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 Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 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 lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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 ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | Emuvea (5 def, 5 armour) Emuvea (5 def, 5 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +5 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Wil Changes resistances: +1% physical Changes damage: +9% mind Critical mult.: +10.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Viperlore' brass lantern 'Viperlore'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Physical power: +5 (+1 eff.) Armour: +2 Defense: +15 (+7 eff.) Changes stats: +1 Dex Changes resistances: +3% all Changes resistances penetration: +5% nature Changes damage: +3% light Spell save: +7 (+4 eff.) 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 | Saluna the iron helm (0 def, 3 armour) Saluna the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +2 Wil Changes resistances: +5% arcane Disease immunity: +10% Only die when reaching: -80.00 life Mindpower: +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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 | treant's copper ring of misery treant's copper ring of miseryInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 6 physical Changes stats: +1 Cun Changes resistances: +6% nature / +7% blight Poison immunity: +13% Disease immunity: +13% Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
On fingers | Baligas BaligasCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 7% Changes stats: +1 Wil Changes resistances: +3% blight / +3% temporal / +6% lightning Stun/Freeze immunity: +22% Life regen: +2.00 Equilibrium when hit: +0.08 Mental crit. chance: +1% Rings make your fingers look great! |
Around waist | rough leather belt 'Hurimadil' rough leather belt 'Hurimadil'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Critical mult.: +5.00% Mental save: +9 (+4 eff.) Maximum life: +30.00 A belt that goes around your waist. |
In main hand | Nakath the Dazzlevile (50-81 power, 3 apr) Nakath the Dazzlevile (50-81 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 nature / +12 light Damage (radius 1) on hit: +20 light Damage against: +20% Unnatural When wielded/worn: Accuracy: +13 (+5 eff.) Defense: +13 (+6 eff.) Changes stats: +7 Wil Changes damage: +24% light / +3% fire Disarm immunity: +45% Massive two-handed swords. |
On hands | Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +10% nature Changes damage: +10% nature Spell save: +6 (+3 eff.) Maximum life: +40.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Main armor | steel mail armour of Eyal (2 def, 6 armour) steel mail armour of Eyal (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +24.00 Healing mod.: +10% A suit of armour made of mail. |
Cloak | Betytira (1 def, 6 armour) Betytira (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances: +12% cold Critical mult.: +15.00% See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | vitalizing copper amulet of cunning (+3) vitalizing copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +3 Con Physical save: +6 (+3 eff.) Life regen: +2.00 Maximum life: +32.00 Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level. Polimira the iron longsword (12-18 power, 2 apr)Polimira the iron longsword (12-18 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 darkness / +8 mind Damage against: +7% Living When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 20 Changes stats: +1 Dex / +4 Mag See invisible: +6 Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Growwasp the iron mace (12-17 power, 2 apr)Growwasp the iron mace (12-17 power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +7% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +3% blight / +3% temporal Changes damage: +6% cold Spell save: +9 (+5 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour)pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
pair of rough leather boots 'Adariara' (0 def, 1 armour) pair of rough leather boots 'Adariara' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% nature / +3% blight Poison immunity: +10% Disease immunity: +10% Disarm immunity: +20% Life regen: +4.00 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots 'Tideschism' (0 def, 1 armour)pair of rough leather boots 'Tideschism' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +1 Mag Changes resistances penetration: +10% cold Reduces incoming crit damage: 5.00% Stamina each turn: +0.40 Maximum stamina: +11.00 Light radius: +3 Infravision radius: +1 A pair of boots made of leather. |
heroic rough leather gloves of butchering (0 def, 5 armour) heroic rough leather gloves of butchering (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Physical power: +4 (+1 eff.) Armour: +5 Changes resistances: +6% blight Spell save: +8 (+4 eff.) Mental save: +6 (+3 eff.) Maximum life: +44.00 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. |
This item will automatically be transmogrified when you leave the level. Kudunagrim the rough leather cap (0 def, 1 armour)Kudunagrim the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+6 eff.) Armour penetration: +5 Armour: +1 Fatigue: +1% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Cun / +3 Dex Changes resistances: +6% acid Physical save: +9 (+4 eff.) Spell save: +3 (+2 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. flaming quiver of elm arrows of accuracy (15/15, 14-20 power, 5 apr)flaming quiver of elm arrows of accuracy (15/15, 14-20 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 Damage (radius 1) on hit: +8 fire Arrows are used with bows to pierce your foes to death. |
2 agate 2 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. |
216 alchemist agate 216 alchemist agate0.00 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. |
4 spinel 4 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb 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 Annulment (0/1) Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 12/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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 Chest 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. |
This item will automatically be transmogrified when you leave the level. extending elm wand of conjuration [power 100] (5/15 cooldown)extending elm wand of conjuration [power 100] (5/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 100 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 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. |
5 citrine 5 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. |
3 zircon 3 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
By MrTitsface the Cornac Berserker level 16
35th Dusk 122nd year of Ascendancy at 07:11 see stats
By MrTitsface the Cornac Berserker level 10
7th Mirth 122nd year of Ascendancy at 16:21 see stats
By MrTitsface the Cornac Berserker level 13
27th Dusk 122nd year of Ascendancy at 14:12 see stats
By MrTitsface the Cornac Berserker level 7
1st Mirth 122nd year of Ascendancy at 20:21 see stats
By MrTitsface the Cornac Berserker level 6
79th Pyre 122nd year of Ascendancy at 14:35 see stats
Log
Burning from Zubumira the sick treant hits MrTitsface for 4 fire damage.
Zubumira the sick treant's acid damage is no longer so potent.
Mayinor the deformed honey tree summons a Ritch Flamespitter!
Velildarin the gloomy poison ivy uses Slime Spit.
MrTitsface slows down.
Talent Shattering Blow is ready to use.
Poison from Bloated ooze hits MrTitsface for 42 nature damage.
Burning from Zubumira the sick treant hits MrTitsface for 4 fire damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits MrTitsface for 46 fire damage.
Talent Infusion: Regeneration is ready to use.
Poison from Bloated ooze hits MrTitsface for 42 nature damage.
Burning from Zubumira the sick treant hits MrTitsface for 4 fire damage.
MrTitsface uses Infusion: Wild.
MrTitsface regains hope.
MrTitsface is cured!
MrTitsface lessens the pain.
MrTitsface uses Infusion: Regeneration.
MrTitsface starts regenerating health quickly.
Ritch flamespitter spits flames!
Ritch flamespitter hits MrTitsface for 37 fire damage.
MrTitsface the level 17 cornac berserker was slowly cooked to death by a ritch flamespitter on level 1 of Heart of the Gloom.
MrTitsface's rage subsides!
MrTitsface no longer revels in blood quite so much.