Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 0.9.43 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 10 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by halfling slinger at level 6 on the 2nd Mirth 122nd year of Ascendancy at 11:55 0 / 5Killed by The Shade at level 9 on the 8th Mirth 122nd year of Ascendancy at 06:48 Killed by shadow claw at level 10 on the 2nd Summertide 122nd year of Ascendancy at 19:52 Killed by shadow stalker at level 10 on the 2nd Summertide 122nd year of Ascendancy at 20:31 Killed by Arylramira the shadow claw at level 10 on the 2nd Summertide 122nd year of Ascendancy at 21:23 |
Primary Stats
| Strength | 34 (base 34) |
| Dexterity | 17 (base 11) |
| Constitution | 12 (base 12) |
| Magic | 11 (base 10) |
| Willpower | 33 (base 22) |
| Cunning | 10 (base 10) |
Resources
| Life | -3/253 |
| Positive | 27/77 |
| Hate | 100/100 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | +50.087922695995% |
| Attack | 0% |
| Movement | +313.04951684997% |
| Spell | 0% |
| Global | +86.070797642506% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 21 |
| Crit Chance | 6% |
| APR | 7 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 21 |
| Crit Chance | 7% |
| APR | 10 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 0% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25.55 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +4% |
| Physical | +37% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 5.85 |
| Ranged Defense | 6.85 |
| Fatigue | 12 |
| Physical Save | 26.9555079408 |
| Spell Save | 18.7 |
| Mental Save | 28.9305079408 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Temporal | + 10%( 70%) |
| Lightning | + 10%( 70%) |
| Physical | + 6%( 76%) |
| Mind | -6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Fear Resistance | 30% |
| Stun Resistance | 30% |
| Knockback Resistance | 30% |
| Confusion Resistance | 22% |
Inscriptions (4/4)
| Infusion | Effective talent level: 1.0 HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 152 life. Its effects scale with your Strength stat. |
| Infusion | Effective talent level: 1.0 RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusion | Effective talent level: 1.0 WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusion | Effective talent level: 1.0 SunUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 17). It will also blind any creatures caught inside (power 33) for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/10 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| detrimental effect | Badly off guard. Attackers gain a 10% bonus to physical critcal strike chance and physical critcal strike power. Off-guard |
| beneficial effect | You feel your grip on reality slipping. Level 2 Curse of Madness 2Penalty: Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Level 1: Unleashed: +6% critical damage, +8% 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. |
| detrimental effect | The target is poisoned, taking 22.98 nature damage per turn. Poisoned |
| beneficial effect | Horrible visions fill you mind. Level 5 Curse of Nightmares 5: 6%Penalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested, Level 1: Removed from Reality: +6 Physical Resistance, +6 Maximum Physical Resistance Level 2: -3 Luck, +9 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 loose 16 air and an additional 7 air for each level below that. Level 4: Nightmare: Each time you are damaged by a foe there is 6% chance of triggering a radius 7 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 1 Curse of Misfortune 1Penalty: Lost Fortune: You seem to find less gold in your journeys. Level 1: Missed Opportunities: +2 Defense, +1 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. |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +37% physical damage, +19 physical save, +19 mental save, 22/22 damage shrugged off this turn) Rampaging |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
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 anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
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 improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)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 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | 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 the Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 Alchemists | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | grounding pair of rough leather boots of tirelessness (0 def, 1 armour) (Nightmares) grounding pair of rough leather boots of tirelessness (0 def, 1 armour) (Nightmares)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +5% temporal Stamina each turn: +0.40 Maximum stamina: +12.00 Curse of Nightmares A pair of boots made of leather. |
| Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 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. |
| On head | grounding iron helm of dexterity (+3) (0 def, 3 armour) (Nightmares) grounding iron helm of dexterity (+3) (0 def, 3 armour) (Nightmares)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +5% lightning / +5% temporal Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| 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 hands | Spellhunt Remnants (1 def, 2 armour) (Misfortune) Spellhunt Remnants (1 def, 2 armour) (Misfortune)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% Curse of Misfortune It can be used to destroy an arcane item, costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, it was often used to destroy arcane artifacts, curing the world of their influence. |
| Around waist | rough leather belt (Nightmares) rough leather belt (Nightmares)1.00 Encumbrance. Type: armor / belt ; tier 1 Curse of Nightmares A belt that goes around your waist. |
| In main hand | huntsman's iron waraxe of massacre (12-16.8 power, 2 apr) (Madness) huntsman's iron waraxe of massacre (12-16.8 power, 2 apr) (Madness)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +7 nature Damage against: +8% Animal Curse of Madness One-handed war axes. |
| Main armor | spiked rough leather armour of acid resistance (1 def, 2 armour) (Nightmares) spiked rough leather armour of acid resistance (1 def, 2 armour) (Nightmares)Requires: - Strength 10 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 Changes resistances: +15% acid Curse of Nightmares A suit of armour made of leather. |
| In off hand | thought-forged iron dagger of crippling (4-5.2 power, 5 apr) (Madness) thought-forged iron dagger of crippling (4-5.2 power, 5 apr) (Madness)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.0 - 5.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +4 mind Damage conversion: 20% mind When wielded/worn: Physical crit. chance: +4.0% Changes stats: +1 Wil Curse of Madness Sharp, short and deadly. |
| Cloak | linen cloak of the Shaloren (1 def, 0 armour) (Nightmares) linen cloak of the Shaloren (1 def, 0 armour) (Nightmares)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Wil / +1 Mag Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
Inventory
iron battleaxe (6.5-9.75 power, 1 apr) (Shrouds) iron battleaxe (6.5-9.75 power, 1 apr) (Shrouds)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 6.5 - 9.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Shrouds Massive two-handed battleaxes. |
iron battleaxe of paradox (8.5-12.75 power, 1 apr) (Nightmares) iron battleaxe of paradox (8.5-12.75 power, 1 apr) (Nightmares)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 8.5 - 12.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +8 temporal When wielded/worn: Damage when the wearer is hit: 6 temporal Changes resistances: +6% temporal Curse of Nightmares Massive two-handed battleaxes. |
Unerring Scalpel (15-19.5 power, 25 apr) (Nightmares) Unerring Scalpel (15-19.5 power, 25 apr) (Nightmares)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 Curse of Nightmares This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
slime-covered iron dagger of erosion (4-5.2 power, 5 apr) (Corpses) slime-covered iron dagger of erosion (4-5.2 power, 5 apr) (Corpses)Requires: - Dexterity 11 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 4.0 - 5.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +5 nature / +7 slime / +5 temporal Curse of Corpses Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) (Corpses) Bill's Tree Trunk (30-51 power, 7 apr) (Corpses)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Corpses This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Skullcleaver (16-22.4 power, 3 apr) (Misfortune) Skullcleaver (16-22.4 power, 3 apr) (Misfortune)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Damage when this weapon hits: +10 drain life When wielded/worn: Changes damage: +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
acidic iron waraxe (8-11.2 power, 2 apr) (Madness) acidic iron waraxe (8-11.2 power, 2 apr) (Madness)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 8.0 - 11.2 Uses stat: 100% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +7 acid Curse of Madness One-handed war axes. |
insulating rough leather cap (0 def, 1 armour) (Shrouds) insulating rough leather cap (0 def, 1 armour) (Shrouds)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% cold / +5% fire Curse of Shrouds A cap made of leather. |
rough leather armour (1 def, 2 armour) (Shrouds) rough leather armour (1 def, 2 armour) (Shrouds)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Thalore-Wood Cuirass (4 def, 10 armour) (Corpses)Thalore-Wood Cuirass (4 def, 10 armour) (Corpses) Requires: - Strength 24 - Talent Armour Training (level 4) Infused by nature Crafted by a master 12.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 Defense: +4 Fatigue: +14% Changes stats: +3 Dex / +3 Wil Changes resistances: +18% nature / +18% cold / +18% darkness Healing mod.: +25% Curse of Corpses Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
2 agate 2 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
elm totem of thorny skin [power 10] (20 cooldown) elm totem of thorny skin [power 10] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to hardens the skin for 6 turns increasing armour by 10 and armour hardiness by 30%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +3% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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. |
5 zircon 5 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
Log
You fight through the pain! (+7 hate)
Arylramira the shadow claw summons a War Hound!
Shadow claw hits Choo for 62 physical damage.
Choo hits shadow claw for 14 physical, 16 blight damage (total 29.30).
Ritch flamespitter uses Flamespit.
You fight through the pain! (+9 hate)
Ritch flamespitter hits Choo for 76 fire damage.
Choo slows down.
Arylramira the shadow claw resists the mind attack!
Arylramira the shadow claw resists the mind attack!
Choo hits Arylramira the shadow claw for 44 physical, 7 nature, 1 mind, 9 physical, 2 mind damage (total 60.89).
Arylramira the shadow claw hits Choo for 3 physical, 3 fire, 4 cold, 4 lightning, 3 nature, 3 physical, 3 fire, 4 cold, 4 lightning, 3 nature damage (total 31.76).
Shadow claw is no longer illuminated.
Arylramira the shadow claw is no longer illuminated.
Shadow stalker is no longer illuminated.
Your hatred grows even as your life fades! (+4 hate)
Choo has shrugged off 22 damage and is ready for more.
Shadow stalker hits Choo for 25 nature damage.
Your hatred grows even as your life fades! (+4 hate)
Choo resists the mind attack!
Choo hits Arylramira the shadow claw for 11 physical, 14 blight, 11 physical, 14 blight damage (total 48.20).
Choo hits shadow claw for 14 physical, 16 blight damage (total 29.30).
Choo hits shadow stalker for 14 physical, 16 blight damage (total 29.30).
Arylramira the shadow claw hits Choo for 7 mind, 11 mind damage (total 17.44).
Shadow claw hits Choo for 16 physical damage.
Shadow stalker hits Choo for 9 nature damage.
Choo misses Arylramira the shadow claw.
Choo performs a critical strike!
Arylramira the shadow claw resists the mind attack!
Saving game...
