Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.0 |
| Addons | Items Vault 1.0.0 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 12 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 7 on the 1st Mirth 122nd year of Ascendancy at 08:08 0 / 5Killed by The Shade at level 7 on the 3rd Mirth 122nd year of Ascendancy at 03:06 Killed by ultimate gwelgoroth at level 8 on the 5th Flare 122nd year of Ascendancy at 05:59 Killed by Micfin the human at level 10 on the 25th Dusk 122nd year of Ascendancy at 21:55 Killed by Ce'Nolradatha the Guardian at level 12 on the 77th Dusk 122nd year of Ascendancy at 16:49 |
Primary Stats
| Strength | 39 (base 34) |
| Dexterity | 13 (base 11) |
| Constitution | 36 (base 27) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -18/406 |
| Stamina | 108/108 |
| Healing Factor | 1.1 |
| Regeneration | 14.575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 32 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Physical | +10% |
| Fire | +12% |
| Light | +10% |
Offense: Damage Penetration
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 25.92 (69%) |
| Defense | 4.05 |
| Ranged Defense | 4.05 |
| Fatigue | 31 |
| Physical Save | 35.625 |
| Spell Save | 37.05 |
| Mental Save | 25.9 |
Defense: Resistances
| Light | + 30%( 70%) |
| Mind | + 18%( 70%) |
| Physical | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 65% |
| Stun Resistance | 65% |
| Silence Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 85 life. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 12% for 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 91 life. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed maiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Berserker |
| detrimental effect | The target's final doom is drawing near, preventing all forms of healing and regeneration and dealing 37.80 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
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. | active |
You failed to protect the lost warrior from death by sayy. Escort: lost warrior (level 1 of Old Forest) | failed |
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 have explored the Maze and vanquished the Minotaur. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Spellpower: +3 A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
| Tool | Kundil of kinetic psionic shield [power 24] (20 cooldown) Kundil of kinetic psionic shield [power 24] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when the wearer hits(melee): 4 arcane Changes resistances: +3% mind Changes resistances penetration: +25% mind It can be used to setup a psionic shield, reducing all physical and acid damage by 24 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. |
| On fingers | Runoyon RunoyonPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% mind Changes damage: +9% mind Rings can have magical properties. |
| Around waist | rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
| In main hand | steel battleaxe of massacre (30-45 power, 2 apr) steel battleaxe of massacre (30-45 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
| On hands | iron gauntlets of the juggernaut (0 def, 1 armour) iron gauntlets of the juggernaut (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Con Physical save: +3 Spell save: +3 Mental save: +4 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Searstalker (4 def, 9 armour) Searstalker (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Changes resistances: +3% physical Changes damage: +12% fire Silence immunity: +30% A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Fogusher' (9 def, 8 armour) cashmere cloak 'Fogusher' (9 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +9 Changes stats: +2 Cun / +2 Dex Damage when the wearer hits(melee): 2 darkness Changes resistances: +5% arcane / +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's copper amulet of willpower (+2) savior's copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Physical save: +6 Spell save: +6 Mental save: +6 Amulets can have magical properties. |
Inventory
sun infusion (rad 6; power 21; turns 3; dispells darkness) sun infusion (rad 6; power 21; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psychic's shielding rune (absorb 98 for 3 turns) psychic's shielding rune (absorb 98 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 98 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +0.30 Amulets can have magical properties. |
manaburning steel battleaxe (20-30 power, 2 apr) manaburning steel battleaxe (20-30 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +17 manaburn Massive two-handed battleaxes. |
steel battleaxe of projection (20-30 power, 2 apr) steel battleaxe of projection (20-30 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +6 mind It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Massive two-handed battleaxes. |
caustic steel greatsword (18.5-29.6 power, 2 apr) caustic steel greatsword (18.5-29.6 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 38% acid blind When wielded/worn: Changes resistances penetration: +8% acid Life regen: +0.72 Massive two-handed swords. |
acidic steel mace of massacre (21.5-30.1 power, 3 apr) acidic steel mace of massacre (21.5-30.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 acid Blunt and deadly. |
Porenne (15-18 power, 3 apr, arcane damage) Porenne (15-18 power, 3 apr, arcane damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +4 arcane When wielded/worn: Damage when the wearer is hit: 8 arcane Changes resistances penetration: +20% arcane Changes damage: +21% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
stormlord's woollen robe of life (0 def, 0 armour) stormlord's woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +7% cold / +6% lightning / +5% blight Changes damage: +6% lightning / +6% cold Life regen: +0.50 Maximum life: +40.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arothra (4 def, 1 armour) Arothra (4 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +4 Changes resistances: +15% blight Blindness immunity: +10% Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dark iron gauntlets of magic (+2) (0 def, 1 armour) dark iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Damage when the wearer hits(melee): 6 darkness Changes resistances: +6% darkness Changes damage: +4% darkness / +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Korolar (1 def, 0 armour) Korolar (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer hits(melee): 10 blight Damage when the wearer is hit: 20 blight Changes resistances: +6% blight A pointy cloth hat, very wizardly... |
Gloomrage (2 def, 6 armour) Gloomrage (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +18% darkness Changes damage: +30% darkness A suit of armour made of mail. |
hardened leather armour of spell shielding (3 def, 6 armour) hardened leather armour of spell shielding (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Spell save: +12 A suit of armour made of leather. |
icy steel shield of acid resistance (+18%) (6 def, 2 armour, 39.5 block) icy steel shield of acid resistance (+18%) (6 def, 2 armour, 39.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Damage when the wearer is hit: 10 cold Changes resistances: +18% acid Talent granted: +2 Block Handheld deflection devices |
Flashbreaker (11/11, 19.5-27.3 power, 7 apr) Flashbreaker (11/11, 19.5-27.3 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 11 Damage when this weapon hits(ranged): +28 lightning Burst (radius 1) on hit: +12 lightning 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 Gems can be sold for money or used in arcane rituals. |
63 alchemist agate 63 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
healer's brass lantern healer's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Healing mod.: +10% 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. |
Orb of Scrying Orb of ScryingPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: It can be used to use the orb, costing 1 power out of 1/1. This orb was given to you by Elisa the Halfling scryer. It will automatically identify normal and rare items for you and can be activated to contact Elisa for rarer items. |
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, costing 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. |
iron torque of thermal psionic shield [power 13] (20 cooldown) iron torque of thermal psionic shield [power 13] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire and cold damage by 13 for 6 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 16] (20 cooldown) ash totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 16 and armour hardiness by 40%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
forcefull ash totem of thorny skin [power 15] (20 cooldown) forcefull ash totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to hardens the skin for 6 turns increasing armour by 15 and armour hardiness by 40%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
ash wand of detection [power 7] (15 cooldown) ash wand of detection [power 7] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to detect the presence of creatures around you (rad 7), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine 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% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Ce'Nolradatha the Guardian casts Chill of the Tomb.
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
Ce'Nolradatha the Guardian hits sayy for 102 cold damage.
Ce'Nolradatha the Guardian hits fire drake hatchling for 116 cold damage.
Ce'Nolradatha the Guardian hits brown bear for 93 cold damage.
Sayy is recovering from the damage!
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
Sayy uses Infusion: Regeneration.
Sayy starts regenerating health quickly.
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
You are have no more inscription slots.
You are now inscribed with Infusion: Wild.
Sayy has finished recovering.
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
Ce'Nolradatha the Guardian hits sayy for 33 arcane damage.
Saving done.
Saving done.
Saving game...
