








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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! Embers of Rage 1.7.4Official Expansion!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 | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 13 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nagatta the minotaur at level 13 on the 10th Mirth 122nd year of Ascendancy at 23:41 0 / 5Killed by Ce'Nagatta the minotaur at level 13 on the 1st Summertide 122nd year of Ascendancy at 02:25 Killed by Ce'Nagatta the minotaur at level 13 on the 1st Summertide 122nd year of Ascendancy at 04:40 Killed by armoured skeleton warrior at level 13 on the 1st Summertide 122nd year of Ascendancy at 08:01 Killed by Inishai at level 13 on the 1st Summertide 122nd year of Ascendancy at 09:26 |
Primary Stats
| Strength | 34 (base 31) |
| Dexterity | 26 (base 14) |
| Constitution | 34 (base 31) |
| Magic | 13 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 12 (base 12) |
Resources
| Life | 486/486 |
| Stamina | 182/182 |
| Healing Factor | 1.285336564623 |
| Regeneration | 10.618546875412 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 33.703251193202 |
| See Invisible | 34.703251193202 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 47 |
| Crit Chance | 2% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.151787968034%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 30 |
| Physical Save | 33 |
| Spell Save | 33 |
| Mental Save | 10 |
Defense: Resistances
| Physical | + 16%( 70%) |
| Darkness | + 10%( 70%) |
| Nature | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Silence Resistance | 22% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 darkness, 5 cold, 5 mind, 5 temporal |
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 40 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity 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 have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 black mamba head. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 | pair of rough leather boots 'Salobregata' (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Resists +6% nature +3% darkness ---------- misc Stam/turn +0.40 Max.stam +12.00 See.Invis +3 A pair of boots made of leather. |
| On hands | restful hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +16 (+5 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | 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. |
| On fingers | copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +8 See.Invis +6 Rings make your fingers look great! |
| On fingers | steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +22% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | acidic steel mace of phasing (13-18 power, 9 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Crit +1.0% Atk.spd 100% Phasing +10% On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Blunt and deadly. |
| In off hand | steel shield of physical resistance (+10%) (0 def, 4 armour, 16-19 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +10% physical ---------- misc Talents +1 Block Handheld deflection devices. |
| Light source | survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- 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. |
| Main armor | steel plate armour of resilience (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Nature While equipped: ----- def ----- Armour +9 Fatigue +22% Max.HP +23.00 A suit of armour made of metal plates. |
Inventory
biting gale rune of the wizard (damage 83; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 82.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 653% over 10 turns; mana 33; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 653% for 10 turns (7 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Barkrip0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +2 Mag +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% nature ----- def ----- Resists +5% arcane Crit.chn- 10.00% ---------- misc Light +1 See.Invis +3 Rings make your fingers look great! |
steel battleaxe (18-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Normal] Power 18.5 - 27.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Smolderborn the dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +12 darkness On Crit.r2 +8 darkness +4 fire While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +12% physical Melee Ret 4 fire ----- def ----- Resists +3% fire Disarm- +14% Massive two-handed mauls. |
iron greatsword of daylight (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +9% Undead Massive two-handed swords. |
dwarven-steel longsword 'Girion' (30-43 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to reduce armor by 17% While equipped: Stats +2 Wil +5 Mag ----- def ----- Crit.chn- 5.00% Sharp, long, and deadly. |
Winterjustice the yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +9 (+8 eff.) Dmg.mod +3% physical +20% cold Apr +1 Melee Ret 4 cold ----- def ----- Armour +12 Resists +3% cold Die.at -40.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of might (22-26 power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +11 (+9 eff.) Dmg.mod +22% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane 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 +2% Spell.pwr +6 (+6 eff.) S.pwr/crit +3 Dmg.mod +15% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron waraxe of daylight (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 light Against +6% Undead While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +22% One-handed war axes. |
steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand iron gauntlets (0 def, 6 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +6 Fatigue +1% 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. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% nature +11% blight Max.HP +30.00 HP.reg +3.00 Heal.mod +11% A suit of armour made of leather. |
rejuvenating rough leather armour of the hero (3 def, 2 armour)9.0 T1 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +3 Str +4 Dex +4 Mag +4 Wil +4 Cun ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Max.HP +30.00 HP.reg +2.50 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
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. |
3 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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 (+2 eff.) Item imbue powers: Defense +2 (+2 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. |
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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
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. |
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. |
3 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 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
Level 10
Got a character to level 10.By Inishai the Cornac Bulwark level 10
4th Mirth 122nd year of Ascendancy at 22:35 see stats
The Arena
Unlocked Arena mode.By Inishai the Cornac Bulwark level 7
78th Pyre 122nd year of Ascendancy at 10:34 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Inishai the Cornac Bulwark level 13
1st Summertide 122nd year of Ascendancy at 09:26 see stats
Log
Talent Block is ready to use.
Epidemic from Ce'Nagatta the minotaur hits Inishai for 16 blight damage.
Inishai uses Shattering Shout.
Armoured skeleton warrior is not dazed anymore.
Inishai hits Armoured skeleton warrior for 108 physical damage.
Inishai hits Ce'Nagatta the minotaur for 104 physical damage.
Ce'Nagatta the minotaur uses Infusion: Regeneration.
Ce'Nagatta the minotaur starts regenerating health quickly.
Armoured skeleton warrior hits Inishai for 15 physical, 4 temporal (19 total damage).
Armoured skeleton warrior hits Inishai for 6 physical damage.
Inishai the level 13 cornac bulwark was torn limb from limb to death by an armoured skeleton warrior on level 1 of The Maze.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Armoured skeleton warrior killed Inishai!
Saving game...
Saving done.
Talent Infusion: Healing is ready to use.
Talent Rune: Mirror Image is ready to use.
Talent Shattering Shout is ready to use.
Talent Repulsion is ready to use.
Talent Shield Wall is ready to use.
Talent Rune: Prismatic is ready to use.
Talent Precise Strikes is ready to use.
Ran for 4 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed!












































































