Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official 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:
Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Mindslayer |
| Level / Exp | 14 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton magus at level 14 on the 45th Profit 122nd year of Ascendancy at 03:28 / 1 |
Primary Stats
| Strength | 30 (base 11) |
| Dexterity | 25 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 38 (base 36) |
| Cunning | 34 (base 34) |
Resources
| Life | -5/299 |
| Mana | 221/298 |
| Psi | 37/78 |
| Healing Factor | 1.1600527356625 |
| Regeneration | 0.29001318391561 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 25 |
| Crit Chance | 9% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +14% |
| Acid | +6% |
| Light | +10% |
| Physical | +4% |
Offense: Damage Penetration
| Fire | +15% |
Defense: Base
| Armour (hardiness) | 28 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 6 |
| Physical Save | 15 |
| Spell Save | 23 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 15%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 41% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 111 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented striking | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Augmentation |
| talent | Kinetic Shield |
| talent | Thermal Aura |
| talent | Charged Shield |
| talent | Premonition |
| talent | Beyond the Flesh |
| talent | Kinetic Aura |
| detrimental effect | The target is on fire, taking 20.24 fire damage per turn. Burning |
| beneficial effect | Reduces nature damage received by 12%. Premonition Shield |
| detrimental effect | The target is poisoned, taking 3.29 nature damage per turn and decreasing all heals received by 28%. Insidious Poison |
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. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+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 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 |
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 the fox. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed warg claw. * '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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | active |
Equipment
| Psionic focus | arcing dwarven-steel greatsword of massacre (161% power, 2 apr)3.0 T3 greatsword 1H weapon [Ego] Arcane/Master Power 162% Range: 1.6x Uses 72% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
| Quiver | quiver of elm arrows of wind (20/20, 113% power, 5 apr)3.0 T1 arrow ammo [Ego] Nature Power 113% Range: 1.4x Uses 30% Wil, 42% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 20 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | grounding iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Radhirak (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +100.00 A pair of boots made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | Malegorion0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +18% acid Mind.save +6 (+3 eff.) Confus- +21% Rings can have magical properties. |
| On fingers | savage's copper ring of clarity0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +1 Con dps ---------- Dmg.mod +10% blight ----- def ----- Spell.save +10 (+5 eff.) Mind.save +5 (+2 eff.) Confus- +20% ---------- misc Max.stam +10.00 Rings can have magical properties. It was corrupted by the digestive sack. |
| Around neck | grounding copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
| In main hand | hateful iron greatmaul of erosion (124% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature/Psionic Power 124% Range: 1.5x Uses 72% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 temporal +7 nature +7 darkness Against +9% Living Massive two-handed mauls. |
| On hands | Sunpiety (0 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical Res.pen +15% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +7 Resists +5% arcane +3% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | thick linen cloak of battle (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Fatigue -2% 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. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 24.09 physical damage, inflicting bleeding for another 12.05 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
Inventory
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings can have magical properties. |
Daysmasher (111% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 111% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 light On Hit.r1 +12 light On Crit.r2 +8 mind On Hit: * 40% chance to blind * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Melee Ret 12 mind ----- def ----- Resists +3% light ---------- misc Light +1 Sharp, short and deadly. |
iron greatmaul of erosion (126% power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature Power 127% Range: 1.5x Uses 72% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature +7 temporal Massive two-handed mauls. |
iron greatsword (116% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 116% Range: 1.6x Uses 72% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword (117% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 117% Range: 1.6x Uses 72% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Hellwrest the steel mace (114% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 114% Range: 1.4x Uses 60% Wil Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +9 fire While equipped: dps ---------- Dmg.mod +18% fire Res.pen +10% fire On Hit (Melee): * 20% chance to disease ----- def ----- Resists +3% fire Blunt and deadly. |
mossy mindstar (75% power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) 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. |
mossy mindstar (75% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 75% Range: 1.1x Uses 30% Wil, 10% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) 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. |
blurring rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Defense +8 (+8 eff.) Spell.save +5 (+3 eff.) Stealth +5 ---------- misc Size +1 A belt that goes around your waist. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +2 (+2 eff.) Fatigue +1% Resists +5% lightning +5% temporal A pair of boots made of leather. |
Yvalratira (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Mind.save +3 (+1 eff.) Blind- +15% Stun/Frz- +5% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Prismreaper' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +6% light +3% nature ---------- misc Light +3 Breathe water A cap made of leather. |
4 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. |
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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
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. |
8 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Fen the Drem Mindslayer level 10
14th Profit 122nd year of Ascendancy at 06:17 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Fen the Drem Mindslayer level 5
23rd Voratun 122nd year of Ascendancy at 00:57 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Fen the Drem Mindslayer level 13
35th Profit 122nd year of Ascendancy at 04:09 see stats
Log
Fen hits Degenerated skeleton warrior for 17 blight damage.
--------------------------------
Fen hits Degenerated skeleton warrior for 43 physical, 9 temporal, 7 nature, 7 darkness, 6 physical, 0 arcane, 9 physical, 9 fire (91 total damage).
Insidious Poison from Degenerated skeleton warrior hits Fen for (1 to psi shield), 1 nature (1 total damage).
Fen's Beyond the Flesh hits Degenerated skeleton warrior for 80 physical damage.
Fen's Beyond the Flesh killed Degenerated skeleton warrior!
--------------------------------
Insidious Poison from Degenerated skeleton warrior hits Fen for (1 to psi shield), 1 nature (1 total damage).
Skeleton magus casts Manathrust.
Skeleton magus hits Fen for 83 arcane damage.
--------------------------------
Insidious Poison from Degenerated skeleton warrior hits Fen for (1 to psi shield), 1 nature (1 total damage).
Skeleton magus casts Flame.
Ghast uses Summon.
Ghast summons Something!
--------------------------------
Fen is on fire!
Skeleton magus's Flame hits Fen for 66 fire damage.
Burning from Skeleton magus hits Fen for 22 fire damage.
Insidious Poison from Degenerated skeleton warrior hits Fen for (1 to psi shield), 1 nature (1 total damage).
--------------------------------
Talent Pyrokinesis is ready to use.
Burning from Skeleton magus hits Fen for 23 fire damage.
Insidious Poison from Degenerated skeleton warrior hits Fen for (1 to psi shield), 1 nature (1 total damage).
Skeleton magus casts Manathrust.
Saving game...






















































































