Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Use Item Shortcuts 1.2.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.0.6Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Items Vault 1.2.0Donators/Buyers bonus! Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Demonologist |
Level / Exp | 2 / 27% |
Size | medium |
Lifes / Deaths | Killed by ghast at level 2 on the 77th Pyre 122nd year of Ascendancy at 00:42 / 1 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 17 (base 10) |
Constitution | 7 (base 12) |
Magic | 18 (base 18) |
Willpower | 12 (base 12) |
Cunning | 10 (base 10) |
Resources
Life | -10/114 |
Stamina | 74/88 |
Vim | 98/109 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 22 |
Accuracy | 20 |
Crit Chance | 2% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21.5 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 17.4 |
Crit Chance | 1% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 11.2 (56.923076923077%) |
Defense | 21.725 |
Ranged Defense | 23.725 |
Fatigue | 18 |
Physical Save | 9.8 |
Spell Save | 10.5 |
Mental Save | 7.7 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Osmosis Shield |
talent | Bleak Outcome |
talent | Willful Tormenter |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 19.00 blight damage per turn. Rotting Disease |
beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and the duration of all timed effects by 15%. Out of Phase |
beneficial effect | You regenerate a total of 17.80 life over the duration of the effect. Osmosis Regeneration |
Quests
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | active |
Equipment
On hands | [vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] radiant iron gauntlets of strength (+2) (0 def, 1 armour)radiant iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Physical power: +6 Armour: +1 Damage (Melee): 5 light Changes stats: +2 Str Changes resistances: +6% light Changes damage: +3% light Talent granted: +0(+-1) Flame Bolts Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | [vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] iron mail armour (2 def, 4 armour)iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Talent granted: +0(+-1) Flame Bolts A suit of armour made of mail. |
In main hand | [vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] iron longsword (11.5-16.1 power, 2 apr)iron longsword (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Talents granted: +1.00(-) Flame Bolts Sharp, long, and deadly. |
In off hand | [vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] iron shield (4 def, 2 armour, 9 dam, 19 block)iron shield (4 def, 2 armour, 9 dam, 19 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talents granted: +0(+-1) Flame Bolts +1 Block Handheld deflection devices. |
Cloak | [vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Physical power: +5 Talent granted: +0(+-1) Flame Bolts Spellpower: +5 Mindpower: +5 A black cloak, with subtle illusion enchantments woven into its very fabric. |
Light source | [vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Talent granted: +0(+-1) Flame Bolts Light radius: +2 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. |
Inventory
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] iron battleaxe (11.5-17.25 power, 1 apr)This item will automatically be transmogrified when you leave the level. iron battleaxe (11.5-17.25 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 11.5 - 17.3(+0.0 - +1.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Talent granted: +0(+-1) Flame Bolts Massive two-handed battleaxes. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] balanced iron greatmaul of projection (16.5-24.75 power, 1 apr)This item will automatically be transmogrified when you leave the level. balanced iron greatmaul of projection (16.5-24.75 power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8(+5.0 - +8.7) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +7 mind When wielded/worn: Accuracy: +7 Defense: +9 Talent granted: +0(+-1) Flame Bolts It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Massive two-handed mauls. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] hateful iron greatmaul of vileness (17.5-26.25 power, 1 apr)This item will automatically be transmogrified when you leave the level. hateful iron greatmaul of vileness (17.5-26.25 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3(+6.0 - +10.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Physical crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 10% chance to disease (+10%) Damage (Melee): +7 blight / +7 darkness Damage against: +9% Living When wielded/worn: Talent granted: +0(+-1) Flame Bolts Massive two-handed mauls. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] mighty ash longbowThis item will automatically be transmogrified when you leave the level. mighty ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 125% (125%) Firing range: +7 When wielded/worn: Physical power: +5 Changes stats: +3 Str Talent granted: +0(+-1) Flame Bolts Longbows are used to shoot arrows at your foes. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] cruel elm vilestaff (10-12 power, 2 apr, fire element)This item will automatically be transmogrified when you leave the level. cruel elm vilestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-1.5 - -4.1) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% fire Talents granted: +0(+-1) Flame Bolts +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] elm magestaff of projection (10-12 power, 2 apr, cold element)This item will automatically be transmogrified when you leave the level. elm magestaff of projection (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-1.5 - -4.1) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% cold Talents granted: +0(+-1) Flame Bolts +1 Command Staff Spellpower: +5 Spell crit. chance: +3% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] rough leather beltThis item will automatically be transmogrified when you leave the level. rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Talent granted: +0(+-1) Flame Bolts A belt that goes around your waist. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] iron mail armour of acid resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. iron mail armour of acid resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Changes resistances: +15% acid Talent granted: +0(+-1) Flame Bolts A suit of armour made of mail. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] rough leather armour (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. rough leather armour (1 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Talent granted: +0(+-1) Flame Bolts A suit of armour made of leather. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] cleansing iron plate armour (3 def, 7 armour)This item will automatically be transmogrified when you leave the level. cleansing iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +10% nature / +11% blight Talent granted: +0(+-1) Flame Bolts A suit of armour made of metal plates. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Talent granted: +0(+-1) Flame Bolts When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] iron torque of kinetic psionic shield [power 23] (20 cooldown)iron torque of kinetic psionic shield [power 23] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Talent granted: +0(+-1) Flame Bolts It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] ametrineametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Talent granted: +0(+-1) Flame Bolts 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. |
[vs. iron longsword (11.5-16.1 power, 2 apr) (In main hand)] 3 zircon3 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Changes resistances: +1% all Talent granted: +0(+-1) Flame Bolts 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
Ghast hits Galdon for (17 absorbed), 0 physical (0 total damage).
Rotting Disease from Ghast hits Galdon for (19 absorbed), 0 blight (0 total damage).
Galdon casts Demon Seed.
Galdon misses Ghast.
Ghast shrugs off the effect 'Dazed'!
Galdon hits Ghast for 15 physical, 7 light (22 total damage).
Talent Block is ready to use.
Your shield crumbles under the damage!
The shield around Galdon crumbles.
Rotting Disease from Ghast hits Galdon for (1 absorbed), 18 blight (18 total damage).
Galdon uses Block.
Ghast hits Galdon for (17 blocked), 0 physical (0 total damage).
Rotting Disease from Ghast hits Galdon for 19 blight damage.
Galdon hits Ghast for 58 physical, 5 light (63 total damage).
Ghast uses Stun.
Ghast misses Galdon.
Rotting Disease from Ghast hits Galdon for 19 blight damage.
Galdon activates Osmosis Shield.
Galdon hits Ghast for 31 physical, 5 light (36 total damage).
Ghast bites poison into Galdon.
Ghast hits Galdon for (9 turned into osmosis), 15 nature (15 total damage).
Rotting Disease from Ghast hits Galdon for (9 turned into osmosis), 19 blight (19 total damage).
Galdon casts Rune: Phase Door.
Galdon is out of phase.
Talent Shield Pummel is ready to use.
Saving game...