Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Female |
Race | Thalore |
Class | Bulwark |
Level / Exp | 12 / 32% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 12 on the 8th Mirth 122nd year of Ascendancy at 08:31 / 1 |
Primary Stats
Strength | 34 (base 32) |
Dexterity | 19 (base 12) |
Constitution | 36 (base 31) |
Magic | 8 (base 10) |
Willpower | 11 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -125/412 |
Stamina | 3/136 |
Healing Factor | 1.2979202340232 |
Regeneration | 7.3560238980575 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Offense: Mainhand
Damage | 41 |
Accuracy | 31 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Light | +25% |
Physical | +3% |
Nature | +10% |
Arcane | +3% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 22.08934837382 (81.151787968034%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 31 |
Physical Save | 36 |
Spell Save | 28 |
Mental Save | 16 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 24%( 70%) |
Cold | + 13%( 70%) |
All | + 7%( 70%) |
Darkness | + 17%( 70%) |
Light | + 52%( 70%) |
Lightning | + 36%( 70%) |
Fire | + 24%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Poison Resistance | 31% |
Instadeath Resistance | 100% |
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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost sun paladin from death by Betuleta the gloomy warg. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
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 |
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 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 skeleton mage skull. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' | 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 |
Equipment
On feet | Nerath the Starpierce (0 def, 1 armour) Nerath the Starpierce (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Melee Ret 2 cold ----- def ----- Armour +1 Resists +6% fire +6% cold Phys.save +3 (+1 eff.) Mind.save +3 (+3 eff.) HP.reg +2.00 Teleport- +10% A pair of boots made of leather. |
Light source | 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. |
On hands | naturalist's iron gauntlets of dexterity (+3) (0 def, 1 armour) naturalist's iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 nature Dmg.mod +4% nature Acc +11 (+6 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature 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. |
Tool | piercing elm wand of shielding [power 116] (16/20 cooldown) piercing elm wand of shielding [power 116] (16/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Infernomarrow the copper ring Infernomarrow the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +2% Dmg.mod +3% arcane Melee Ret 2 arcane ----- def ----- Resists +9% fire Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+5 eff.) Rings make your fingers look great! |
On fingers | Elenyyavon the Blazefist Elenyyavon the Blazefist0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Resists +8% blight +5% nature +6% lightning Spell.save +3 (+1 eff.) Poison- +10% Disease- +11% Rings make your fingers look great! |
Around waist | Cyrumina the rough leather belt Cyrumina the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +3% physical ----- def ----- Defense +8 (+4 eff.) Resists +9% acid Stealth +5 A belt that goes around your waist. |
In main hand | flaming iron waraxe of massacre (18-24 power, 2 apr) flaming iron waraxe of massacre (18-24 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
Main armor | iron plate armour of lightning resistance (0 def, 7 armour) iron plate armour of lightning resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
In off hand | Relguntir the iron shield (0 def, 2 armour, 8-10 power, 61 block) Relguntir the iron shield (0 def, 2 armour, 8-10 power, 61 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +61 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +12% light +11% darkness Phys.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Sparkbrawn the linen cloak (6 def, 0 armour) Sparkbrawn the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- Defense +6 (+3 eff.) Resists +9% lightning +6% light Phys.save +6 (+3 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 | Charglamour Charglamour0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Con dps ---------- Dmg.mod +6% fire ----- def ----- Resists +10% blight +3% fire +12% nature Poison- +21% Disease- +22% Amulets make your neck look great! |
Inventory
copper ring 'Velessra' copper ring 'Velessra'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+9 eff.) Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Mind.save +6 (+5 eff.) Rings make your fingers look great! |
iron battleaxe (15-22 power, 1 apr) iron battleaxe (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+9 eff.) Blind-Fight: No penalty when attacking invisible/stealthed 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. |
iron longsword of daylight (12-18 power, 2 apr) iron longsword of daylight (12-18 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 light Against +6% Undead Sharp, long, and deadly. |
Boltream the steel mace (12-18 power, 3 apr) Boltream the steel mace (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Dmg.mod +6% blight Res.pen +5% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 Blunt and deadly. |
Eclipse (18-22 power, 4 apr, darkness element) Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+6 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
elm starstaff of power (10-12 power, 2 apr, light element) elm starstaff of power (10-12 power, 2 apr, light element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +7 (+4 eff.) Dmg.mod +10% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glaciernaught the pair of iron boots (0 def, 3 armour) Glaciernaught the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +1 Wil ----- def ----- Armour +3 Fatigue +2% Resists +12% cold Silence- +20% Confus- +22% Stun/Frz- +22% ---------- misc Max.psi +20.00 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arthyradin the linen wizard hat (1 def, 0 armour) Arthyradin the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +16% darkness +5% arcane Stun/Frz- +20% Teleport- +10% ---------- misc Mana/turn +0.04 A pointy cloth hat, very wizardly... |
iron helm 'Gotira' (0 def, 7 armour) iron helm 'Gotira' (0 def, 7 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Res.pen +10% physical ----- def ----- Armour +7 Fatigue +5% Resists +3% nature ---------- misc Stam/ret +0.70 Equi/ret +0.80 Max.stam +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron shield (0 def, 2 armour, 9-11 power, 22 block) iron shield (0 def, 2 armour, 9-11 power, 22 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +22 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
agate 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. |
114 alchemist agate 114 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. |
Nimbusbender the iron pickaxe (dig speed 29 turns) Nimbusbender the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Melee Ret 2 lightning ----- def ----- Resists +3% lightning Mind.save +3 (+3 eff.) Poison- +20% Stun/Frz- +20% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Bethelratira the Skypower [power 105] (16/15 cooldown) Bethelratira the Skypower [power 105] (16/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +3% temporal Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
3 ametrine 3 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. |
4 citrine 4 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. |
3 zircon 3 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 Shieldmaiden the Thalore Bulwark level 10
5th Mirth 122nd year of Ascendancy at 09:00 see stats
By Shieldmaiden the Thalore Bulwark level 8
3rd Mirth 122nd year of Ascendancy at 17:00 see stats
Log
Shieldmaiden stops regenerating health quickly.
Shieldmaiden hits Eilinulramira the grizzly bear for 46 physical, 4 nature, 19 light, 3 fire (73 total damage).
Shieldmaiden hits Ritch flamespitter for 19 light, 2 fire (21 total damage).
Eilinulramira the grizzly bear uses Knockback.
Shieldmaiden resists the knockback!
Shieldmaiden HEALS from nature damage!
Shieldmaiden HEALS from acid damage!
Eilinulramira the grizzly bear hits Shieldmaiden for 1 mind, 1 lightning, 2 physical, 1 cold, 1 acid, 2 fire, 2 nature, 1 healing, 1 lightning, 2 physical, 1 cold, 1 acid, 2 fire (18 total damage) [1 healing].
Melee retaliation hits Eilinulramira the grizzly bear for 1 cold, 2 arcane, 1 cold, 2 arcane (6 total damage).
War hound hits Shieldmaiden for 42 physical damage.
Melee retaliation hits War hound for 2 cold, 2 arcane (4 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Shieldmaiden for 48 fire damage.
Shieldmaiden's adrenaline surge has come to an end.
Shieldmaiden feels pain again.
Shieldmaiden uses Infusion: Regeneration.
Shieldmaiden starts regenerating health quickly.
War hound hits Shieldmaiden for 52 physical damage.
Melee retaliation hits War hound for 2 cold, 2 arcane (4 total damage).
Shieldmaiden HEALS from nature damage!
Shieldmaiden HEALS from acid damage!
Eilinulramira the grizzly bear hits Shieldmaiden for 1 mind, 2 lightning, 2 physical, 1 cold, 2 acid, 2 fire, 2 nature, 2 lightning, 2 physical, 1 cold, 2 acid, 2 fire (19 total damage).
Melee retaliation hits Eilinulramira the grizzly bear for 1 cold, 2 arcane, 1 cold, 2 arcane (6 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits Shieldmaiden for 56 fire damage.
Shieldmaiden the level 12 thalore bulwark was slowly cooked to death by a ritch flamespitter on level 1 of Trollmire.