








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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 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:
Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 9 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Bethuda the rattlesnake at level 9 on the 77th Pyre 122nd year of Ascendancy at 15:39 / 1 |
Primary Stats
| Strength | 37 (base 30) |
| Dexterity | 11 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 26 (base 23) |
| Willpower | 13 (base 10) |
| Cunning | 15 (base 10) |
Resources
| Life | 0/342 |
| Positive | 44/44 |
| Stamina | 92/132 |
| Healing Factor | 1.2626086956522 |
| Regeneration | 2.9671304347826 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 49 |
| Accuracy | 16 |
| Crit Chance | 4% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +6% |
| Arcane | +30% |
| Fire | +3% |
| Nature | +18% |
Offense: Damage Penetration
| Darkness | +25% |
Defense: Base
| Armour (hardiness) | 35 (45%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 11 |
| Physical Save | 26 |
| Spell Save | 13 |
| Mental Save | 36 |
Defense: Resistances
| Physical | 19%( 70%) |
| Acid | 19%( 70%) |
| Fire | 19%( 70%) |
| Darkness | 24%( 70%) |
| Cold | 24%( 70%) |
| Arcane | 18%( 70%) |
| Mind | 31%( 70%) |
| All | 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.32 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Light |
| talent | Chant of Fortress |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | Bleak Outcome |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You failed to protect the injured seer from death by Poryriarin the brown bear. Escort: injured seer (level 2 of Norgos Lair) | failed |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders&LIGHT_GREENWHITESLATE | active |
Equipment
| On hands | cinder iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +6% fire Metal gloves protecting the hands up to the middle of the lower arm. |
| Around neck | Taintreign0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature +6% mind Phasing +30% Melee Ret 20 nature ----- def ----- Resists +12% mind ---------- misc Vim/s.crit +2.00 Masteries +0.22 Technique/Combat veteran Amulets can have magical properties. |
| Main armor | drakeskin leather armour &039; (18 def, 15 armour)9.0 T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Res.pen +25% darkness Melee Ret 8 blight ----- def ----- Armour +15 Defense +18 (+9 eff.) Fatigue +8% Resists +8% mind +12% darkness Mind.save +44 (+16 eff.) Max.HP +87.00 HP.reg +2.10 Heal.mod +23% A suit of armour made of leather. |
| On head | Ivyssra the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +30% arcane Melee Ret 20 arcane ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +5% arcane A cap made of leather. |
| Light source | 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. |
| Cloak | thick cashmere cloak of the Shaloren (2 def, 10 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Wil +2 Mag ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| In main hand | acidic stralite greatmaul of massacre (66.5-99.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Arcane/Master Power 66.5 - 99.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 acid On Crit: * splashes the target with acid Massive two-handed mauls. |
Inventory
healing infusion (heal 21)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 21 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 46)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 46 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
psionicist&0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Mind.save +6 (+3 eff.) Rings can have magical properties. |
iron dagger of massacre (13.5-17.55 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 13.5 - 17.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
slime-covered iron dagger (9-11.7 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt Power 9.0 - 11.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Slows global speed by 4% Sharp, short and deadly. |
hateful iron greatsword of persecution (14-22.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt/Psionic Power 14.0 - 22.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 darkness Against +7% Living +10% Unnatural While equipped: Stats +2 Wil Massive two-handed swords. |
nature&3.0 T1 mindstar 1H weapon [Ego] Nature Power 3.0 - 3.3 Mind Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+2 eff.) Dmg.mod +3% nature +2% acid ----- def ----- Resists +3% blight Disease- +11% ---------- misc Equi/ret +0.60 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. |
Morbuspunish4.0 T1 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +6 Ranged+ +6 lightning On Hit: * 40% chance to blind While equipped: dps ---------- Dmg.mod +9% lightning +3% light +3% nature Res.pen +15% nature ----- def ----- Resists +3% light +3% nature Slings are used to hurl stones or metal shots at your foes. |
elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of illumination (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Ego] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal On Hit (Melee): * 6% chance to blind ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 56.05 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced coral trident of erosion (12.5-20 power, 6 apr)3.0 T1 trident 2H weapon [Ego] Nature/Master Power 12.5 - 20.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Melee+ +9 nature +10 temporal While equipped: dps ---------- Acc +10 (+6 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +29% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
coral trident (13-20.8 power, 6 apr)3.0 T1 trident 2H weapon [Normal] Power 13.0 - 20.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
coral trident (12.5-20 power, 6 apr)3.0 T1 trident 2H weapon [Normal] Power 12.5 - 20.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Burak the Scumwill (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +18% mind ----- def ----- Defense +1 (+0 eff.) Resists +9% nature +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+6 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 19.47 to 24.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 7/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +1% A pair of boots made of leather. |
traveler&2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Mayarin the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Acc +11 (+7 eff.) Melee Ret 4 mind ----- def ----- Armour +1 Phys.save +12 (+6 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm &039; (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +9 Dex +3 Cun dps ---------- Mind.pwr +4 (+4 eff.) Res.pen +5% mind Apr +5 ----- def ----- Armour +3 Fatigue +3% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner&2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather. |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Zubetta the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Nature/Master While equipped: Stats +1 Mag dps ---------- Melee Ret 4 arcane 10 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +15% cold HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.mana +60.00 A suit of armour made of mail. |
spiked rough leather armour of cold resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +17% cold A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Yvubreta (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Cun dps ---------- Phys.crit +1.0% Mind.crit +2% Crit.mult +10.00% ----- def ----- Fatigue -5% Resists +2% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 226/400 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&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
barbed pouch of iron shots of accuracy (21/21, 12-14.4 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 12.0 - 14.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +6 Apr +1 Crit +4.0% Capacity 21 Ranged+ +6 bleed On Crit: * wounds the target for 7 turns: 12 bleeding, 48% reduced healing Shots are used with slings to pummel your foes to death. |
quick iron torque of charged psionic shield [power 19] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 19 for 7 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Isabredherin [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Mag +1 Cun +1 Con ---------- misc Infravis +1 See.Invis +18 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
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
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Higher the Higher Sun Paladin level 8
77th Pyre 122nd year of Ascendancy at 02:05 see stats
Log
Higher hits Bethuda the rattlesnake for 57 physical, 16 acid, 11 light, 6 fire (90 total damage).
Bethuda the rattlesnake strafes with his steamguns!
Bethuda the rattlesnake&fbd578LASTWHITELASTGREYLASTLAST039;s Strafe hits Higher for 34 physical, 5 darkness (39 total damage).
Higher casts Healing Light.
Higher receives 133 healing.
Bethuda the rattlesnake strafes with his steamguns!
Bethuda the rattlesnake&fbd578LAST
Higher is crippled.
Bethuda the rattlesnake&fbd578LAST
Bethuda the rattlesnake&fbd578LAST45 physical, 5 darkness (50 total damage).
Bethuda the rattlesnake&fbd578LAST49 physical, 5 darkness (55 total damage).
Higher uses Infusion: Wild.
Higher is not crippled anymore.
Higher is cured!
Higher lessens the pain.
Bethuda the rattlesnake shoots!
Talent Path of the Sun is ready to use.
Bethuda the rattlesnake&fbd578LASTWHITELASTGREYLASTLAST039;s Shoot hits Higher for 29 physical, 5 darkness (34 total damage).
Bethuda the rattlesnake shoots!
Higher casts Path of the Sun.
Bethuda the rattlesnake&fbd578LASTWHITELASTGREYLASTLAST039;s Shoot hits Higher for 28 physical, 5 darkness (33 total damage).
Bethuda the rattlesnake strafes with his steamguns!
Bethuda the rattlesnake&fbd578LAST
Saving game...










































































