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 | Male |
Race | Cornac |
Class | Doomed |
Level / Exp | 15 / 4% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 13 on the 45th Dusk 122nd year of Ascendancy at 16:41 2 / 3Killed by skeleton archer at level 14 on the 46th Dusk 122nd year of Ascendancy at 18:12 Killed by armoured skeleton warrior at level 15 on the 47th Dusk 122nd year of Ascendancy at 11:32 |
Primary Stats
Strength | 20 (base 16) |
Dexterity | 18 (base 15) |
Constitution | 34 (base 27) |
Magic | 14 (base 10) |
Willpower | 48 (base 41) |
Cunning | 57 (base 41) |
Resources
Life | 482/482 |
Hate | 98/100 |
Healing Factor | 1.1930366856123 |
Regeneration | 3.5194582225562 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 14 |
Accuracy | 30 |
Crit Chance | 20% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 30 |
Crit Chance | 20% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 43.466666666667 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Light | +12% |
All | +2% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 20.1 |
Ranged Defense | 21.1 |
Fatigue | 0 |
Physical Save | 25.6 |
Spell Save | 20.5 |
Mental Save | 33.525 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 6%( 70%) |
Physical | + 4%( 74%) |
Cold | + 13%( 70%) |
All | 0%( 70%) |
Lightning | + 11%( 70%) |
Light | + 35%( 70%) |
Mind | -3%( 70%) |
Darkness | + 13%( 78%) |
Fire | + 16%( 70%) |
Nature | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 96% |
Fear Resistance | 75% |
Poison Resistance | 10% |
Knockback Resistance | 75% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 169 damage for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 194 life. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 316 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Level 1 Curse of Madness 1Penalty: Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Level 1: Unleashed: +3% critical damage, +4% off-hand weapon damage Level 2: -1 Luck, +3 Dexterity Level 3: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Level 4: Mania: Any time you take more than 16% damage during a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is protected by the Eidolon, no creature may harm it (except self-harm). Protected by the Eidolon |
beneficial effect | A shroud of darkness seems to fall across your path. Level 2 Curse of Shrouds 2Penalty: Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Level 1: Nightwalker: +8 Darkness Resistance, +8% Max Darkness Resistance, +6 See Invisible Level 2: -1 Luck, +3 Constitution Level 3: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Level 4: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Level 2, Cursed Aura Curse of Corpses 2Penalty: Fear of Death: -4% resistance against damage from the undead. Level 1: Power over Death: +6% damage against the undead. Level 2: -1 Luck, +2 Strength, +2 Magic Level 3: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Level 4: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 2%. Cursed Form |
beneficial effect | Horrible visions fill your mind. Level 3 Curse of Nightmares 3Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Level 1: Removed from Reality: +4 Physical Resistance, +4 Maximum Physical Resistance Level 2: -1 Luck, +5 Willpower Level 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 3 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 1% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck. |
beneficial effect | Mayhem and destruction seem to follow you. Level 2 Curse of Misfortune 2Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +4 Defense, +2 Ranged Defense Level 2: -1 Luck, +3 Cunning Level 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps). Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent. |
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 successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | 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 talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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 | Nerywen the pair of hardened leather boots (6 def, 3 armour) (Madness) Nerywen the pair of hardened leather boots (6 def, 3 armour) (Madness)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 Armour: +3 Defense: +6 Fatigue: +3% Changes resistances: +10% fire / +8% cold / +6% lightning Effect duration reduction after a teleport: +20% Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 29% chance to completely evade them for 9 turns. Duration increases with your Willpower, and the chance to evade improves with your Cunning and Dexterity. 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 | cleansing rough leather cap of knowledge (0 def, 1 armour) (Nightmares) cleansing rough leather cap of knowledge (0 def, 1 armour) (Nightmares)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Wil Changes resistances: +6% nature / +6% blight Mindpower: +3 Curse of Nightmares A cap made of leather. |
On hands | brawler's rough leather gloves of the starseeker (0 def, 1 armour) (Misfortune) brawler's rough leather gloves of the starseeker (0 def, 1 armour) (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +3 Dex / +1 Mag / +3 Cun Changes resistances: +5% darkness / +5% light Talent cooldown: Double Strike (-1 turn) Physical save: +6 Infravision radius: +1 Curse of Misfortune It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 27.04 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | rogue's steel ring rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
On fingers | treant's steel ring of clarity treant's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +5% nature Physical save: +7 Mental save: +7 Poison immunity: +10% Disease immunity: +12% Confusion immunity: +25% Rings can have magical properties. |
Around neck | wanderer's steel amulet of willpower (+2) wanderer's steel amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil / +4 Cun / +4 Con Amulets can have magical properties. |
In main hand | vined mindstar of clarity (6-6.6 power, 18 apr, nature damage) (Misfortune) vined mindstar of clarity (6-6.6 power, 18 apr, nature damage) (Misfortune)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mental save: +4 Maximum psi: +10.00 Mindpower: +2 Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | spiritwalker's rough leather belt of carrying (Shrouds) spiritwalker's rough leather belt of carrying (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Mag Maximum encumbrance: +20 Mana each turn: +0.10 Maximum mana: +21.00 Curse of Shrouds A belt that goes around your waist. |
In off hand | vined mindstar of life (4-4.4 power, 18 apr, mind damage) (Nightmares) vined mindstar of life (4-4.4 power, 18 apr, mind damage) (Nightmares)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +15.00 Mindpower: +2 Mental crit. chance: +2% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | wyrmwaxed linen cloak of the hunt (1 def, 0 armour) (Shrouds) wyrmwaxed linen cloak of the hunt (1 def, 0 armour) (Shrouds)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Fatigue: -5% Changes resistances: +6% fire / +5% cold / +5% lightning / +6% acid Maximum life: +49.00 Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 45 cooldown : Effective talent level: 2.0 Power cost: 45 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 18% for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of Eyal (2 def, 4 armour) (Nightmares) troll-hide cured leather armour of Eyal (2 def, 4 armour) (Nightmares)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Life regen: +2.20 Maximum life: +48.00 Healing mod.: +10% Curse of Nightmares A suit of armour made of leather. |
Inventory
invisibility rune (power 8 for 5 turns) invisibility rune (power 8 for 5 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 8) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40% and you cannot heal or regen life while invisible. 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. |
Branystir (42.5-59.5 power, 5 apr) (Shrouds) Branystir (42.5-59.5 power, 5 apr) (Shrouds)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +6 mind Damage conversion: 34% mind When wielded/worn: Accuracy: +10 Defense: +9 Changes stats: +3 Wil Damage when the wearer hits(melee): 4 acid Changes resistances penetration: +10% acid Curse of Shrouds Sharp, long, and deadly. |
grounding pair of rough leather boots (0 def, 1 armour) (Nightmares) grounding pair of rough leather boots (0 def, 1 armour) (Nightmares)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal Curse of Nightmares A pair of boots made of leather. |
warlord's iron helm of knowledge (0 def, 3 armour) (Misfortune) warlord's iron helm of knowledge (0 def, 3 armour) (Misfortune)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 Armour: +3 Fatigue: +5% Changes stats: +2 Cun / +7 Wil Physical save: +5 Mindpower: +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eel-skin armour (10 def, 1 armour) (Corpses) Eel-skin armour (10 def, 1 armour) (Corpses)Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Corpses It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10.00 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 51.09 to 153.27 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rough leather armour of Eyal (1 def, 2 armour) (Madness) rough leather armour of Eyal (1 def, 2 armour) (Madness)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Life regen: +0.50 Maximum life: +41.00 Healing mod.: +10% Curse of Madness A suit of armour made of leather. |
spiked rough leather armour of resilience (1 def, 2 armour) (Nightmares) spiked rough leather armour of resilience (1 def, 2 armour) (Nightmares)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer is hit: 10 physical Maximum life: +21.00 Curse of Nightmares A suit of armour made of leather. |
fortifying steel plate armour of implacability (4 def, 13 armour) (Shrouds) fortifying steel plate armour of implacability (4 def, 13 armour) (Shrouds)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +4 Fatigue: +17% Changes stats: +3 Str / +3 Con Physical save: +5 Maximum life: +32.00 Curse of Shrouds A suit of armour made of metal plates. |
agate 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. |
60 alchemist agate 60 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
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. |
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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
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. |
citrine 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
By Foyt the Cornac Doomed level 10
7th Flare 122nd year of Ascendancy at 02:51 see stats
Log
Foyt hits lesser vampire for 20 mind damage.
Foyt killed lesser vampire!
Foyt hits snow giant thunderer for 35 darkness damage.
Foyt hits ghoul for 32 darkness damage.
Foyt hits orc corruptor for 35 darkness damage.
Armoured skeleton warrior uses Overpower.
You have deflected 2 incoming damage!
You fight through the pain! (+7 hate)
The shield around armoured skeleton warrior crumbles.
Your hatred grows even as your life fades! (+4 hate)
Your hatred grows even as your life fades! (+4 hate)
Foyt hits armoured skeleton warrior for 12 blight, 15 blight, 15 blight damage (total 40.58).
Armoured skeleton warrior hits Foyt for 123 physical, 7 acid, 53 physical, 11 lightning, 59 physical damage (total 250.62).
Armoured skeleton warrior killed Foyt!
Foyt the level 15 cornac doomed was impaled to death by an armoured skeleton warrior on level 2 of Dreadfell.
You have 2 life(s) left.
Foyt rearms.
Foyt deactivates Call Shadows.
Foyt deactivates Deflection.
Foyt deactivates Gesture of Pain.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving done.
Saving done.
Saving game...
Talent Devour Life is ready to use.
Talent Agony is ready to use.
Talent Dark Tendrils is ready to use.
Talent Willful Strike is ready to use.