Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description 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 1.7.4Official 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official 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 | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Brawler |
Level / Exp | 21 / 29% |
Size | medium |
Lifes / Deaths | Killed by Gyleta the blue ooze at level 21 on the 63rd Haze 122nd year of Ascendancy at 18:55 / 1 |
Primary Stats
Strength | 22 (base 13) |
Dexterity | 69 (base 50) |
Constitution | 27 (base 10) |
Magic | 13 (base 10) |
Willpower | 15 (base 10) |
Cunning | 43 (base 39) |
Resources
Life | -51/678 |
Stamina | 1/192 |
Healing Factor | 1.3586945338482 |
Regeneration | 20.176613827645 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 31.388749514228 |
See Invisible | 31.388749514228 |
Offense: Barehand
Damage | 63 |
Accuracy | 46 |
Crit Chance | 21% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +5% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Defense: Base
Armour (hardiness) | 29 (40.65183292883%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 9 |
Mental Save | 23 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 37%( 70%) |
All | + 9%( 70%) |
Lightning | + 25%( 70%) |
Light | + 14%( 70%) |
Temporal | + 12%( 70%) |
Fire | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 96% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Confusion Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Zuboyawe the gloomy poison ivy. Escort: lost sun paladin (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the temporal explorer from death by Eilinevena the snow giant. Escort: temporal explorer (level 2 of Daikara) | failed |
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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * You've found the needed green worm. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
On feet | Chamyrab the Skydream (0 def, 3 armour) Chamyrab the Skydream (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +8 Dex +1 Wil +1 Cun +2 Con defense ------ Armor +3 Fatigue +2% Resistance +3% lightning Silence Resist +23% Confus Resist +22% Stun Resist +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Bethetha the Gleamsear (0 def, 2 armour) Bethetha the Gleamsear (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 10 acid Damage +5% acid +6% mind Ignore resists +20% light When Hit 4 acid 8 mind 4 light On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +2 Fatigue +3% Resistance +7% acid Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +8 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | powerful elm wand of shielding [power 122] (1/17 cooldown) powerful elm wand of shielding [power 122] (1/17 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | mule's copper ring of perseverance mule's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Stun Resist +21% other ------- Encumbrance +21 Rings make your fingers look great! |
On fingers | Hykalthomas the steel ring Hykalthomas the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: defense ------ Armor +6 Resistance +6% light +3% lightning Unlife -40.00 life Life +50.00 Life Regen +7.00 Healmod +11% other ------- Hate-on-crit +4.00 Max psi +20.00 Rings make your fingers look great! |
Around neck | grounding copper amulet of cunning (+3) grounding copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
Main armor | woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +5% blight +9% all Life +48.00 Life Regen +1.60 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | Duvofang the Glitterraptor (26 def, 6 armour) =def= Duvofang the Glitterraptor (26 def, 6 armour) =def=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +3.0% Damage +3% physical defense ------ Armor +6 Defense +26 (+8 eff.) Resistance +13% cold other ------- Max stamina +20.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Isidheda Isidheda1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil defense ------ Resistance +18% cold +12% fire +5% arcane +3% temporal Mind save +6 (+3 eff.) Life +46.00 Life Regen +4.00 A belt that goes around your waist. |
Inventory
copper amulet of manastreaming =mag= copper amulet of manastreaming =mag=0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.16 Max mana +20.00 Amulets make your neck look great! |
restful copper amulet of constitution (+2) =con= restful copper amulet of constitution (+2) =con=0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
warrior's steel amulet of strength (+2) =str= warrior's steel amulet of strength (+2) =str=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Tarrerim =def= Tarrerim =def=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +7.0% Physical Power +10 (+4 eff.) defense ------ Armor +6 Defense +25 (+8 eff.) Rings make your fingers look great! |
titan's copper ring of tenacity titan's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +23.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
Tidegrind =stats= Tidegrind =stats=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +5 Mag +5 Wil +2 Cun +5 Con offense ------ Physical Power +7 (+3 eff.) Spellpower +6 (+6 eff.) When Hit 8 cold defense ------ Mind save +6 (+3 eff.) Confus Resist +23% other ------- Psi when Hit +0.04 Max hate +4.00 Rings make your fingers look great! |
wizard's steel ring of light (+20%) =mag= wizard's steel ring of light (+20%) =mag=0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% light defense ------ Resistance +20% light Spell save +6 (+6 eff.) Rings make your fingers look great! |
iron greatmaul 'Corpseparry' (18-26 power, 1 apr) =con= iron greatmaul 'Corpseparry' (18-26 power, 1 apr) =con=5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 17.5 - 26.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +16 mind On-Hit, radius 1 +8 fire While equipped: Stats +9 Con +10 Wil offense ------ Damage +12% mind defense ------ Resistance +6% nature Life +20.00 Massive two-handed mauls. |
duelist's cured leather armour of stability (8 def, 7 armour) =cun dex= duelist's cured leather armour of stability (8 def, 7 armour) =cun dex=9.0 Encumbrance T2 light armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +7 Defense +8 (+3 eff.) Fatigue +7% Resistance +5% physical Physical save +11 (+6 eff.) A suit of armour made of leather. |
Raventitan the rough leather belt =mag= Raventitan the rough leather belt =mag=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% blight +20% darkness +20% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 defense ------ Physical save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
linen cloak 'Glorewyn' (7 def, 0 armour) =cun= linen cloak 'Glorewyn' (7 def, 0 armour) =cun=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +6% mind defense ------ Defense +7 (+3 eff.) Physical save +7 (+4 eff.) Disarm Resist +10% Confus Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Infernoravage' (1 def, 0 armour) =mag= linen cloak 'Infernoravage' (1 def, 0 armour) =mag=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Damage +9% fire When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Pusmarrow' (1 def, 0 armour) linen cloak 'Pusmarrow' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Mind Crit +3% Damage +6% nature Ignore resists +5% mind Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +1 (+1 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloraldara (15 def, 3 armour) =def= Gloraldara (15 def, 3 armour) =def=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str defense ------ Armor +3 Defense +15 (+5 eff.) Fatigue -3% Resistance +3% blight +6% cold Physical save +12 (+6 eff.) Stun Resist +10% other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of phasing (0 def, 3 armour) =mag= traveler's pair of iron boots of phasing (0 def, 3 armour) =mag=3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +3 Wil defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +23 Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves of dexterity (+2) (0 def, 1 armour) =dex= rough leather gloves of dexterity (+2) (0 def, 1 armour) =dex=1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +5.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour) =mag= rough leather gloves of magic (+2) (0 def, 1 armour) =mag=1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-hit +5 arcane On-crit, radius 2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 125% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 110.85 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
polar dwarven-steel gauntlets (0 def, 2 armour) polar dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 cold Damage +4% cold defense ------ Armor +2 Fatigue +3% Resistance +6% cold Unarmed combat: Weapon Damage 17.5 - 24.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Mayida the cashmere wizard hat (2 def, 0 armour) =Mag= Mayida the cashmere wizard hat (2 def, 0 armour) =Mag=2.0 Encumbrance T3 head armor [Random Unique] Arcane While equipped: Stats +12 Mag +9 Wil offense ------ Spell Crit +2% Spellpower +8 (+7 eff.) Spellpower/crit +8 Damage +13% temporal defense ------ Defense +2 (+1 eff.) Resistance +13% temporal A pointy cloth hat, very wizardly... |
Blazespawner (0 def, 1 armour) =str con= Blazespawner (0 def, 1 armour) =str con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con offense ------ Physical Power +4 (+2 eff.) Damage +15% light defense ------ Armor +1 Fatigue +1% Resistance +3% darkness Spell save +3 (+3 eff.) other ------- Light +1 A cap made of leather. |
Kindlewreath (0 def, 1 armour) Kindlewreath (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +9% fire Ignore resists +5% nature defense ------ Armor +1 Fatigue +1% Resistance +3% blight +3% fire Unlife -60.00 life Stun Resist +10% A cap made of leather. |
rough leather cap 'Bregidan' (0 def, 1 armour) =cunning= rough leather cap 'Bregidan' (0 def, 1 armour) =cunning=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +1 Wil +3 Cun defense ------ Armor +1 Fatigue +1% Physical save +10 (+5 eff.) other ------- Light +3 A cap made of leather. |
Unrogokath the iron helm (0 def, 3 armour) Unrogokath the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ When Hit 2 physical defense ------ Armor +3 Fatigue +5% Resistance +6% light Crit Resistance 5.00% Unlife -60.00 life Cut Resist +10% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Darkblight' (0 def, 4 armour) =stats= dwarven-steel helm 'Darkblight' (0 def, 4 armour) =stats=3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Dex +8 Wil offense ------ Physical Power +8 (+3 eff.) Mindpower +15 (+8 eff.) Damage +6% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Armor +4 Fatigue +4% Resistance +8% blight +7% physical Physical save +10 (+5 eff.) Mind save +5 (+2 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 67.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate 10 agate0.0 Encumbrance 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. |
10 spinel 10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon 11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
404 alchemist agate 404 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Woestun =mag con= Woestun =mag con=2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Str +1 Mag +4 Con offense ------ Ignore resists +10% darkness On-Hit (Melee): * 10% chance to reduce armor by 17% other ------- Light +5 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. |
Mardirath (dig speed 38 turns) =str dex= Mardirath (dig speed 38 turns) =str dex=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Con defense ------ Fatigue -5% Resistance +9% blight Healmod +5% other ------- Light +1 See Invisibility +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nightflash (dig speed 37 turns) =con= Nightflash (dig speed 37 turns) =con=3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Con offense ------ Damage +6% nature Ignore resists +5% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 14% defense ------ Armor +4 Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
focusing iron torque of clear mind [power 1] (1/22 cooldown) focusing iron torque of clear mind [power 1] (1/22 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of stinging [power 116] (1/13 cooldown) piercing elm totem of stinging [power 116] (1/13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Zenbrawls the Doomelf Brawler level 19
63rd Dusk 122nd year of Ascendancy at 15:12 see stats
By Zenbrawls the Doomelf Brawler level 6
78th Pyre 122nd year of Ascendancy at 21:12 see stats
By Zenbrawls the Doomelf Brawler level 10
7th Mirth 122nd year of Ascendancy at 04:00 see stats
By Zenbrawls the Doomelf Brawler level 20
14th Haze 122nd year of Ascendancy at 13:31 see stats
By Zenbrawls the Doomelf Brawler level 10
8th Mirth 122nd year of Ascendancy at 04:32 see stats
By Zenbrawls the Doomelf Brawler level 10
10th Mirth 122nd year of Ascendancy at 00:32 see stats
By Zenbrawls the Doomelf Brawler level 15
16th Dusk 122nd year of Ascendancy at 23:51 see stats
Log
Poison from Gyleta the blue ooze hits Zenbrawls for (8 flat reduction), 116 nature (116 total damage).
Poison from Gyleta the blue ooze hits Mirror Image for 85 nature damage.
Poison from Bloated ooze hits Mirror Image for 1 nature damage.
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Zenbrawls uses Infusion: Movement.
Zenbrawls is moving at extreme speed!
Gyleta the blue ooze uses Slime Spit.
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Mirror Image uses Taunt.
Mirror Image slows down.
Zenbrawls speeds up.
Gyleta the blue ooze's Slime Spit hits Mirror Image for 124 nature damage.
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Gyleta the blue ooze feels pain again.
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Mirror Image is poisoned!
Bloated ooze hits Mirror Image for 1 nature damage.
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Bloated ooze slows down.
Gyleta the blue ooze's Slime Spit hits Bloated ooze for 47 nature damage.
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Talent Double Strike is ready to use.
Poison from Gyleta the blue ooze hits Zenbrawls for (8 flat reduction), 116 nature (116 total damage).
Zenbrawls the level 21 doomelf brawler was slimed to death by Gyleta the blue ooze on level 1 of Sandworm lair.