










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Better Item Description 1.6.0This 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 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 15 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Xeretha the blue ooze at level 14 on the 18th Pyre 123rd year of Ascendancy at 04:49 / 2Killed by Horned Horror at level 15 on the 19th Pyre 123rd year of Ascendancy at 16:41 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 39) |
| Dexterity | 19 (base 10) |
| Constitution | 17 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 40 (base 34) |
| Cunning | 16 (base 10) |
Resources
| Life | -82/556 |
| Stamina | 173/217 |
| Equilibrium | 54 |
| Healing Factor | 1.1561497326203 |
| Regeneration | 35.171806585455 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 37 |
| Crit Chance | 11% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.6666666666667 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Temporal | +3% |
| Acid | +11% |
| Cold | +4% |
| Nature | +6% |
Offense: Damage Penetration
| Physical | +11% |
| Acid | +5% |
| Light | +20% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 35.457480550032 (81.030927835052%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 21 |
| Physical Save | 23 |
| Spell Save | 22 |
| Mental Save | 19 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Poison Resistance | 24% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 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: 15 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: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Icy Skin |
| talent | Elemental Harmony |
| beneficial effect | The target is able to burrow into walls, and additionally has 23 more APR and 11% more physical resistance penetration. Burrow |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Increases all stats by 5. Elemental Harmony |
| beneficial effect | Increases the effectiveness of all healing the target receives by 10%. Empowered Healing |
| detrimental effect | The target is being strangled and may not cast spells and suffers 16 damage each turn. Strangle Hold |
| beneficial effect | A flow of life spins around the target, regenerating 25.00 life per turn. Regeneration |
| beneficial effect | You gain 20% resistance against lightning and nature. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 |
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 must explore Norgos' Lair. * You have explored the Heart of the Gloom and slain the Withering Thing. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | 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 | pair of iron boots 'Winterwrither' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +5% acid Melee Ret 2 acid ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +9% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Elinn the Taintsin (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Dmg.mod +6% nature Melee Ret 8 blight ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
| Tool | focusing elm totem of summon tentacle [power 95] (19/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 5 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
| On fingers | mule's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -5% Resists +22% acid ---------- misc Max.enc +21 Rings can have magical properties. |
| Around waist | insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% cold +5% fire Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | steel greatsword of erosion (26.5-42.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
| On hands | Islothra the Darkspire (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold Res.pen +10% darkness +20% light ----- def ----- Armour +1 Fatigue +1% Resists +9% cold +9% nature +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cleansing steel plate armour of fire resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% blight +15% fire +10% nature A suit of armour made of metal plates. |
| Cloak | Galevein (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +1 Cun dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% nature Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | cleansing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +11% nature +11% blight Poison- +24% Disease- +21% Amulets can have magical properties. |
Inventory
marksman's copper ring of blight (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% blight Acc +4 (+2 eff.) ----- def ----- Resists +10% blight Rings can have magical properties. |
hateful steel battleaxe (20.5-30.75 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Psionic Power 20.5 - 30.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living Massive two-handed battleaxes. |
truestriking steel dagger of daylight (11.5-14.95 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Master Power 11.5 - 15.0 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light Against +10% Undead While equipped: dps ---------- Res.pen +6% physical Acc +7 (+3 eff.) Apr +7 Sharp, short and deadly. |
balanced steel greatmaul (27.5-41.25 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 27.5 - 41.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +12 (+12 eff.) Disarm- +31% Massive two-handed mauls. |
Malasin (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Phasing +30% While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +10% blight Acc +7 (+3 eff.) Melee Ret 4 blight ----- def ----- Defense +10 (+10 eff.) Disarm- +28% ---------- misc Mana/turn +0.12 Massive two-handed swords. |
balanced iron greatsword of massacre (25-40 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Massive two-handed swords. |
warbringer's steel greatsword of dampening (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Disrupt/Master Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +7% physical ----- def ----- Resists +10% acid +12% cold +13% fire +12% lightning +5% all Spell.save +7 (+3 eff.) Disarm- +14% Massive two-handed swords. |
acidic steel waraxe of crippling (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) ---------- misc Stam/turn +0.50 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
cleansing linen wizard hat of madness (1 def, 0 armour)2.0 T1 head armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +6% blight Mind.save +12 (+6 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 4.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 94 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire A cap made of leather. |
radiant iron mail armour of command (8 def, 8 armour)14.0 T1 heavy armor [Ego++] Nature/Psionic While equipped: Stats +1 Cun +1 Wil ----- def ----- Armour +8 Defense +8 (+8 eff.) Fatigue +12% Resists +11% blight +10% darkness Mind.save +10 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
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. |
131 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- misc Light +6 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. |
6 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. |
5 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. |
7 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
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Karmic the Thalore Wyrmic level 13
36th Dusk 122nd year of Ascendancy at 18:26 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Karmic the Thalore Wyrmic level 11
23rd Dusk 122nd year of Ascendancy at 11:09 see stats
Level 10 (Roguelike)
Got a character to level 10.By Karmic the Thalore Wyrmic level 10
2nd Dusk 122nd year of Ascendancy at 09:53 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Karmic the Thalore Wyrmic level 14
5th Pyre 123rd year of Ascendancy at 12:11 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Karmic the Thalore Wyrmic level 8
9th Flare 122nd year of Ascendancy at 19:07 see stats
Unstoppable (Roguelike)
Returned from the dead.By Karmic the Thalore Wyrmic level 14
18th Pyre 123rd year of Ascendancy at 04:49 see stats
Log
Karmic hits Horned Horror for (21 resist armour), 101 cold, (9 resist armour), 0 nature, (6 resist armour), 0 cold (101 total damage).
Horned Horror hits Karmic for 27 physical, 7 lightning (34 total damage).
Melee retaliation hits Horned Horror for (2 resist armour), 0 acid, (15 resist armour), 0 cold, (6 resist armour), 0 blight (0 total damage).
Bleeding from Karmic hits Horned Horror for (19 resist armour), 0 physical (0 total damage).
Lashing Tentacle hits Horned Horror for (21 resist armour), 22 physical (22 total damage).
Karmic uses Wing Buffet.
Karmic misses Horned Horror.
Karmic feels pain again.
Horned Horror hits Karmic for 44 physical, 8 lightning (52 total damage).
Melee retaliation hits Horned Horror for (2 resist armour), 0 acid, (15 resist armour), 0 cold, (6 resist armour), 0 blight (0 total damage).
Bleeding from Karmic hits Horned Horror for (19 resist armour), 0 physical (0 total damage).
Your summoned Lashing Tentacle disappears.
Karmic spits acid!
Horned Horror is disarmed!
Karmic hits Horned Horror for (21 resist armour), 52 acid (52 total damage).
Horned Horror is no longer pinned.
Horned Horror uses Tentacle Grab.
Karmic is being strangled.
Bleeding from Karmic hits Horned Horror for (19 resist armour), 0 physical (0 total damage).
You fail to use Swallow due to your equilibrium!
Karmic slows down.
Talent Stunning Blow is ready to use.
Karmic HEALS from nature damage!
Strangle Hold from Horned Horror hits Karmic for 5 nature, 2 healing (5 total damage) [2 healing].
Horned Horror is not stunned anymore.
Horned Horror throws two quick punches.
Saving game...























































































