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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Cursed |
Level / Exp | 10 / 55% |
Size | big |
Lifes / Deaths | Killed by Gloruwyn the gloomy grizzly bear at level 10 on the 14th Dusk 122nd year of Ascendancy at 13:46 / 1 |
Primary Stats
Strength | 34 (base 30) |
Dexterity | 11 (base 10) |
Constitution | 12 (base 10) |
Magic | 12 (base 10) |
Willpower | 31 (base 29) |
Cunning | 15 (base 10) |
Resources
Life | -115/450 |
Hate | 100/100 |
Healing Factor | 1.1191526171258 |
Regeneration | 4.7563986227844 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 51 |
Accuracy | 34 |
Crit Chance | 4% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Lightning | +3% |
Nature | +19% |
Darkness | +3% |
Physical | +6% |
Cold | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +30% |
Fire | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 26.317011280365 (72.903125182002%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 20 |
Physical Save | 21 |
Spell Save | 20 |
Mental Save | 22 |
Defense: Resistances
Blight | + 11%( 70%) |
Mind | 0%( 70%) |
All | 0%( 70%) |
Lightning | + 8%( 70%) |
Light | + 10%( 70%) |
Temporal | + 22%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 3%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 49% |
Pinning Resistance | 21% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 274 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed electric eel tail. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Ungrol of Last Hope needs your help making an elixir of foundations. 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...' * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within2 lumberjacks have died. | done |
Equipment
On feet | Xyrin (0 def, 3 armour) Xyrin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +1 Con dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Die.at -80.00 life Max.HP +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Fogquake the brass lantern Fogquake the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% fire Melee Ret 4 darkness 2 cold ----- def ----- Resists +9% darkness Phys.save +6 (+3 eff.) Heal.mod +10% ---------- 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 | iron helm 'Murksorrow' (0 def, 7 armour) iron helm 'Murksorrow' (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +7 Fatigue +5% Resists +6% temporal +10% light +10% darkness Max.HP +40.00 HP.reg +2.00 Disarm- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron torque of mindblast [power 100] (15 cooldown) iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
On fingers | psionicist's steel ring of nature (+20%) psionicist's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Around waist | Vorylelle Vorylelle1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% physical Apr +2 ----- def ----- Max.HP +30.00 Stun/Frz- +10% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In main hand | Brandwrest the iron greatsword (Shrouds) (113% power, 1 apr) Brandwrest the iron greatsword (Shrouds) (113% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 113% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 acid +9 mind On Hit.r1 +8 acid On Hit: * 17% chance to reduce all saves and defense by 18 While equipped: Stats +1 Str +2 Wil +3 Cun +1 Con dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% fire ---------- misc Light +1 Curse of Shrouds Massive two-handed swords. |
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 (+3 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 | iron mail armour 'Airwar' (Misfortune) (2 def, 4 armour) iron mail armour 'Airwar' (Misfortune) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning Res.pen +15% acid Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +11% blight +3% lightning +3% nature +11% darkness ---------- misc Light +1 Curse of Misfortune A suit of armour made of mail. |
Cloak | Breezeoblivion the linen cloak (Misfortune) (1 def, 0 armour) Breezeoblivion the linen cloak (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +9% nature Res.pen +15% acid +10% fire +5% nature ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 Curse of Misfortune 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 of mastery (0.11 Cursed / Rampage) stabilizing copper amulet of mastery (0.11 Cursed / Rampage)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% temporal Pinning- +21% Knockbk- +20% ---------- misc Masteries +0.11 Cursed/Rampage Amulets make your neck look great! |
Inventory
insulating steel amulet of constitution (+4) insulating steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% fire +17% cold Amulets make your neck look great! |
Unerring Scalpel (Shrouds) (111% power, 25 apr) Unerring Scalpel (Shrouds) (111% power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Gloomtrial (Nightmares) (128% power, 1 apr) Gloomtrial (Nightmares) (128% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 darkness While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% acid On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +3% acid Curse of Nightmares Massive two-handed swords. |
Lelyrak Lelyrak1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Wil +4 Cun dps ---------- Against +18% Summoned ----- def ----- Resists +3% lightning +3% blight D.Red.from +18% Summoned Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Rimehunt (0 def, 11 armour) Rimehunt (0 def, 11 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Apr +1 ----- def ----- Armour +11 Resists +6% lightning +6% temporal +3% cold ---------- misc Max.psi +10.00 A pair of boots made of leather. |
pair of rough leather boots 'Unruhek' (0 def, 1 armour) pair of rough leather boots 'Unruhek' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +6% mind ----- def ----- Armour +1 Resists +6% lightning +11% temporal +6% nature A pair of boots made of leather. |
Earthtreason (0 def, 1 armour) Earthtreason (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% nature Res.pen +5% mind ----- def ----- Armour +1 Resists +6% mind +3% nature 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. |
Cloud Caller (Nightmares) (0 def, 0 armour) Cloud Caller (Nightmares) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 27.41 to 82.23 lightning damage (54.82 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
prismatic iron mail armour of lightning resistance (Nightmares) (2 def, 4 armour) prismatic iron mail armour of lightning resistance (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% lightning +10% light +10% darkness Curse of Nightmares A suit of armour made of mail. |
70 alchemist agate 70 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. |
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
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. |
elm totem of healing [power 116] (15 cooldown) 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. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 ametrine 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. |
citrine 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 zircon 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
By curss the Ogre Cursed level 9
8th Dusk 122nd year of Ascendancy at 12:40 see stats
By curss the Ogre Cursed level 10
13rd Dusk 122nd year of Ascendancy at 16:48 see stats
By curss the Ogre Cursed level 5
7th Mirth 122nd year of Ascendancy at 13:20 see stats
Log
Curss speeds up.
Bloated ooze is weakened by the gloom.
curss receives 11 healing from Unnatural Body.
Poison from Gloruwyn the gloomy grizzly bear hits curss for 80 nature damage.
Melee retaliation hits Bloated ooze for 2 acid, 2 cold, 3 darkness (7 total damage).
Bloated ooze hits curss for 0 nature damage.
Curss uses Blindside.
curss performs a melee critical strike against Bloated ooze!
curss hits Bloated ooze for 195 physical damage.
Talent Harass Prey is ready to use.
curss killed Bloated ooze!
curss receives 11 healing from Unnatural Body.
Poison from Gloruwyn the gloomy grizzly bear hits curss for 64 nature damage.
There is a ladder to the previous level here (press '' or right click to use).
Talent Slash is ready to use.
curss receives 11 healing from Unnatural Body.
Poison from Gloruwyn the gloomy grizzly bear hits curss for 64 nature damage.
curss receives 11 healing from Unnatural Body.
Poison from Gloruwyn the gloomy grizzly bear hits curss for 64 nature damage.
Curss uses Dominate.
curss receives 5 healing from Unnatural Body.
Poison from Gloruwyn the gloomy grizzly bear hits curss for 64 nature damage.
Talent Frenzy is ready to use.
Poison from Gloruwyn the gloomy grizzly bear hits curss for 64 nature damage.
curss the level 10 ogre cursed was naturalised to death by Gloruwyn the gloomy grizzly bear on level 3 of Heart of the Gloom.