Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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.
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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Writhing One |
Level / Exp | 17 / 21% |
Size | medium |
Lifes / Deaths | Killed by Horned Horror at level 17 on the 71st Dusk 122nd year of Ascendancy at 05:19 / 1 |
Primary Stats
Strength | 44 (base 36) |
Dexterity | 14 (base 10) |
Constitution | 20 (base 13) |
Magic | 48 (base 41) |
Willpower | 11 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -80/531 |
Insanity | 86/100 |
Healing Factor | 1.1970588855781 |
Regeneration | 2.6933824925508 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 56 |
Accuracy | 45 |
Crit Chance | 5% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Light | +9% |
Blight | +17% |
Darkness | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Lightning | +11% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 31.413408721348 (65.897138898113%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 12 |
Physical Save | 27 |
Spell Save | 28 |
Mental Save | 23 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 14%( 70%) |
Cold | + 19%( 70%) |
All | + 4%( 70%) |
Darkness | + 13%( 70%) |
Light | + 19%( 70%) |
Temporal | + 15%( 70%) |
Fire | + 9%( 70%) |
Mind | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 49% |
Confusion Resistance | 81% |
Pinning Resistance | 21% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
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: 15 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 68 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
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 433% 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 Willpower stat. |
Class Talents
Demented / Horrific body | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed green worm. * '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.' Marus of Elvala needs your help making an elixir of mysticism. 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 naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within | active |
Equipment
On feet | Polyda the pair of rough leather boots (0 def, 1 armour) Polyda the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +3% acid Die.at -20.00 life HP.reg +2.00 Heal.mod +11% Confus- +20% Stun/Frz- +10% A pair of boots made of leather. |
Light source | brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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 | Eilinolle (10 def, 3 armour) Eilinolle (10 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +5% Resists +10% light +10% darkness +3% mind Spell.save +12 (+6 eff.) Confus- +20% 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)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | wizard's copper ring of clarity wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +7 (+3 eff.) Confus- +20% Rings make your fingers look great! |
On fingers | titan's copper ring of clarity titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
Around waist | insulating rough leather belt insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
In main hand | Koruntir the dwarven-steel waraxe (19-27 power, 4 apr) Koruntir the dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 cold On Hit: * Create an explosion dealing 69 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +11% lightning +5% blight Acc +8 (+2 eff.) Melee Ret 6 blight ----- def ----- Defense +23 (+11 eff.) Disease- +10% Disarm- +20% One-handed war axes. |
On hands | heroic iron gauntlets (0 def, 4 armour) heroic iron gauntlets (0 def, 4 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Fatigue +1% Mind.save +5 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Dazzleborn (2 def, 11 armour) Dazzleborn (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Mag +2 Cun dps ---------- Dmg.mod +9% light ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +6% Resists +6% light Phys.save +6 (+3 eff.) A suit of armour made of mail. |
Cloak | Gusalin the linen cloak (1 def, 6 armour) Gusalin the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Cun dps ---------- Res.pen +5% acid ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +6% blight +10% cold Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stabilizing copper amulet stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
Inventory
savior's copper ring of clarity savior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +13 (+6 eff.) Confus- +21% Rings make your fingers look great! |
acidic iron longsword of massacre (18-26 power, 2 apr) acidic iron longsword of massacre (18-26 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Sharp, long, and deadly. |
cruel ash magestaff (15-18 power, 3 apr, arcane element) cruel ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blurring rough leather belt of the giants blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +9 (+4 eff.) Spell.save +5 (+2 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
Kadublek the linen cloak (1 def, 2 armour) Kadublek the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +3% mind +6% darkness Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disease- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen wizard hat of the mountain (+11%) (1 def, 0 armour) linen wizard hat of the mountain (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +1 (+0 eff.) Resists +11% physical A pointy cloth hat, very wizardly... |
impenetrable steel mail armour of the deep (2 def, 14 armour) impenetrable steel mail armour of the deep (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
impenetrable iron plate armour of cold resistance (0 def, 13 armour) impenetrable iron plate armour of cold resistance (0 def, 13 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +16% cold A suit of armour made of metal plates. |
5 agate 5 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. |
72 alchemist agate 72 alchemist agate0.0 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 spinel 14 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
ash totem of healing 'Adymira' [power 188] (15 cooldown) ash totem of healing 'Adymira' [power 188] (15 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Cun ---------- misc Infravis +1 Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 ametrine 10 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. |
7 citrine 7 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. |
7 zircon 7 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
By AAAAAAA the Thalore Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 10:18 see stats
By AAAAAAA the Thalore Writhing One level 9
1st Mirth 122nd year of Ascendancy at 06:18 see stats
By AAAAAAA the Thalore Writhing One level 15
67th Dusk 122nd year of Ascendancy at 14:35 see stats
Log
AAAAAAA performs a melee critical strike against Horned Horror!
AAAAAAA hits Horned Horror for (22 flat reduction), 31 physical, (10 flat reduction), 0 cold, (22 flat reduction), 34 lightning, (22 flat reduction), 86 darkness (150 total damage).
Horned Horror throws two quick punches.
Horned Horror misses AAAAAAA.
Melee retaliation hits Horned Horror for (6 flat reduction), 0 blight, (11 flat reduction), 0 blight (0 total damage).
Horned Horror hits AAAAAAA for 68 physical, 15 lightning (83 total damage).
Horned Horror is recovering from the damage!
AAAAAAA hits Horned Horror for (22 flat reduction), 41 physical, (10 flat reduction), 0 cold, (22 flat reduction), 35 lightning, (22 flat reduction), 58 darkness (133 total damage).
Horned Horror uses Tentacle Grab.
AAAAAAA resists the grab!
AAAAAAA hits Horned Horror for (22 flat reduction), 53 physical, (11 flat reduction), 0 cold, (22 flat reduction), 46 lightning, (22 flat reduction), 67 darkness (166 total damage).
Melee retaliation hits Horned Horror for (6 flat reduction), 0 blight, (11 flat reduction), 0 blight (0 total damage).
Horned Horror hits AAAAAAA for 58 physical, 15 lightning (73 total damage).
AAAAAAA performs a melee critical strike against Horned Horror!
AAAAAAA hits Horned Horror for (22 flat reduction), 64 physical, (12 flat reduction), 0 cold, (22 flat reduction), 31 lightning, (22 flat reduction), 89 darkness (184 total damage).
Horned Horror is free from the tendril.
Horned Horror throws two quick punches.
Melee retaliation hits Horned Horror for (7 flat reduction), 0 blight, (14 flat reduction), 0 blight, (6 flat reduction), 0 blight, (14 flat reduction), 0 blight (0 total damage).
Horned Horror hits AAAAAAA for 100 physical, 19 lightning, 80 physical, 18 lightning (217 total damage).
AAAAAAA uses Infusion: Healing.
AAAAAAA receives 70 healing from Infusion: Healing.
AAAAAAA casts Carrion Feet.
Talent Constrict is ready to use.
Horned Horror lashes out with a spinning backhand.
Something hits AAAAAAA for 152 physical, 17 lightning, 98 lightning (268 total damage).
AAAAAAA the level 17 thalore writhing one was zapped to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.