









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 | Krog |
Class | Brawler |
Level / Exp | 22 / 36% |
Size | big |
Lifes / Deaths | Killed by Emelanne the sandworm at level 22 on the 55th Haze 122nd year of Ascendancy at 21:05 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 24 (base 13) |
Dexterity | 50 (base 41) |
Constitution | 27 (base 10) |
Magic | 9 (base 10) |
Willpower | 12 (base 10) |
Cunning | 54 (base 51) |
Resources
Life | -142/762 |
Stamina | 1/198 |
Equilibrium | 0 |
Healing Factor | 1.2586945338482 |
Regeneration | 14.034444052407 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 34.753403342673 |
See Invisible | 34.753403342673 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 59 |
Accuracy | 49 |
Crit Chance | 21% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4.5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Nature | +9% |
Acid | +12% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 20 (35.65183292883%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 1.7763568394003E-15 |
Physical Save | 24 |
Spell Save | 12 |
Mental Save | 24 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 18%( 70%) |
Physical | + 23%( 70%) |
Cold | + 37%( 70%) |
All | + 14%( 70%) |
Lightning | + 28%( 70%) |
Light | + 17%( 70%) |
Temporal | + 19%( 70%) |
Mind | + 19%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 22%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 26% |
Blind Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 317 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 696% 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)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 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 have explored the Maze and vanquished the Horned Horror. * 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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. You have been shown a secret entrance to his stronghold. | 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: * You've found the needed sandworm tooth. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed green worm. 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 minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. 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 faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +3% darkness +2% physical Life +60.00 Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+3 eff.) On-Hit 7 nature Damage +4% nature defense ------ Armor +2 Fatigue +3% Resistance +6% nature Unarmed combat: Weapon Damage 24.5 - 34.3 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 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue +5% Resistance +3% darkness +9% cold Unlife -40.00 life Blind Resist +20% Silence Resist +10% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag offense ------ Damage +6% acid defense ------ Resistance +3% acid Crit Resistance 15.00% other ------- Light +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Defense +15 (+4 eff.) Resistance +6% mind +15% cold Life Regen +3.00 Cut Resist +20% Stun Resist +26% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Life Regen +1.00 Stun Resist +29% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +8 Resistance +10% lightning +3% cold Crit Resistance 15.00% Blind Resist +10% Silence Resist +10% Stun Resist +22% Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con offense ------ Damage +5% nature defense ------ Resistance +5% blight +11% all Life +40.00 Life Regen +2.90 Healmod +12% Poison Resist +26% Disease Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Damage +6% acid Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 10% defense ------ Resistance +9% fire +3% light +3% all Spell save +5 (+5 eff.) 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 | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Accuracy +15 (+5 eff.) defense ------ Defense +26 (+7 eff.) Physical save +12 (+6 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +15% physical Ignore Armor +3 defense ------ Resistance +1% physical Life +33.00 other ------- Max stamina +20.00 A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Con offense ------ Damage +3% light +3% physical defense ------ Resistance +3% mind Crit Resistance 15.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% acid +9% cold +3% light Ignore resists +5% light +10% cold defense ------ Resistance +6% light +3% cold Mind save +5 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% acid +6% fire On-Hit (Melee): * 10% chance to reduce armor by 10% defense ------ Resistance +6% acid +15% darkness Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature/Psionic Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 nature +6 darkness Damage Against +10% Living Sharp, short and deadly. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +4 Wil +3 Cun +3 Con offense ------ Damage +7% nature When Hit 4 physical defense ------ Armor +2 Resistance +7% all Poison Resist +23% Disease Resist +20% other ------- Max stamina +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Ego++] Master/Psionic While equipped: Stats +1 Cun +3 Dex offense ------ Move Speed +20% defense ------ Armor +5 Defense +12 (+4 eff.) Fatigue +6% Mind save +11 (+6 eff.) A suit of armour made of leather. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Wil offense ------ Mindpower +10 (+5 eff.) Ignore resists +20% lightning +15% mind When Hit 8 mind defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +10 Cun +10 Dex offense ------ Damage +3% acid Ignore resists +25% light +15% acid Accuracy +13 (+4 eff.) Ignore Armor +14 On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Defense +3 (+1 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +2% Mindpower +15 (+7 eff.) Ignore resists +20% mind defense ------ Armor +3 Fatigue +2% Physical save +7 (+4 eff.) Spell save +6 (+6 eff.) Mind save +5 (+3 eff.) other ------- EQ when Hit +0.16 Max psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con +3 Wil offense ------ Mindpower +6 (+3 eff.) Ignore resists +8% physical defense ------ Armor +5 Fatigue -5% Resistance +9% acid +3% temporal Crit Resistance 5.00% Physical save +11 (+6 eff.) Mind save +3 (+2 eff.) Life Regen +10.00 Healmod +13% Disease Resist +15% Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +39 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was changed by the digestive sack. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +5 Con offense ------ On-Hit 5 temporal On-Ranged-Hit 6 temporal Damage +3% temporal Ignore resists +15% physical defense ------ Armor +1 Fatigue +1% Resistance +1% physical +6% temporal Unarmed combat: Weapon Damage 9.5 - 13.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +4 Wil +1 Cun offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +3% lightning defense ------ Defense +1 (+0 eff.) Crit Resistance 10.00% other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +5 Fatigue +5% Resistance +6% cold other ------- Infravision +2 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Con offense ------ Damage +3% lightning When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Armor +4 Fatigue +4% Resistance +14% acid +9% fire +7% lightning +9% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Mag +3 Wil offense ------ Damage +5% nature +12% cold defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str defense ------ Defense +5 (+1 eff.) Resistance +3% lightning +4% physical +3% light +3% cold Crit Resistance 10.00% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Con offense ------ Ignore resists +15% physical When Hit 6 fire defense ------ Resistance +6% fire Physical save +9 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Cun offense ------ On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Resistance +3% blight Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By ZenFists the Krog Brawler level 18
11st Haze 122nd year of Ascendancy at 16:20 see stats
By ZenFists the Krog Brawler level 22
54th Haze 122nd year of Ascendancy at 23:49 see stats
By ZenFists the Krog Brawler level 20
24th Haze 122nd year of Ascendancy at 10:51 see stats
By ZenFists the Krog Brawler level 10
5th Mirth 122nd year of Ascendancy at 02:14 see stats
By ZenFists the Krog Brawler level 20
22nd Haze 122nd year of Ascendancy at 09:02 see stats
By ZenFists the Krog Brawler level 10
5th Mirth 122nd year of Ascendancy at 22:32 see stats
By ZenFists the Krog Brawler level 21
26th Haze 122nd year of Ascendancy at 16:52 see stats
By ZenFists the Krog Brawler level 16
36th Dusk 122nd year of Ascendancy at 21:56 see stats
Log
ZenFists hits Emelanne the sandworm for 55 physical, 1 physical, 6 nature (63 total damage).
Greater Weapon Focus from Emelanne the sandworm hits ZenFists for (7 flat reduction), 90 physical, (4 flat reduction), 0 nature (90 total damage).
Emelanne the sandworm hits ZenFists for (7 flat reduction), (38 reacted , -5 stam), 74 physical, (4 flat reduction), 0 nature, (7 flat reduction), 90 physical, (7 flat reduction), 0 darkness (165 total damage).
Crippling Poison from ZenFists hits Emelanne the sandworm for 29 nature damage.
Talent Uppercut is ready to use.
Talent Double Strike is ready to use.
Explosive Saw from Emelanne the sandworm hits ZenFists for (7 flat reduction), 16 physical (16 total damage).
LIFE LOST WARNING!
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Keyboard input temporarily disabled.
ZenFists throws two quick punches.
ZenFists hits Emelanne the sandworm for (25 parried), 25 physical, 1 physical, 6 nature, 56 physical, 1 physical, 6 nature (96 total damage).
Emelanne the sandworm uses Dual Strike.
Emelanne the sandworm performs a melee critical strike against ZenFists!
ZenFists reacts to an attack from Emelanne the sandworm, mitigating the blow!.
ZenFists resists the stunning strike!
ZenFists reacts to an attack from Emelanne the sandworm, mitigating the blow!.
Greater Weapon Focus from Emelanne the sandworm hits ZenFists for (7 flat reduction), 129 physical, (7 flat reduction), 0 darkness, (7 flat reduction), 115 physical, (4 flat reduction), 0 nature (245 total damage).
Emelanne the sandworm hits ZenFists for (7 flat reduction), (53 reacted , -5 stam), 102 physical, (7 flat reduction), 0 darkness, (7 flat reduction), (45 reacted , -5 stam), 87 physical, (4 flat reduction), 0 nature (190 total damage).
The unstable sand tunnel collapses!
Crippling Poison from ZenFists hits Emelanne the sandworm for 29 nature damage.
The saw embedded in ZenFists flies back its source.
ZenFists reacts to damage from Emelanne the sandworm, mitigating the blow!.
The saw drags ZenFists towards Emelanne the sandworm!
Talent Concussive Punch is ready to use.
Emelanne the sandworm hits ZenFists for (7 flat reduction), (45 reacted , -5 stam), 86 fire (86 total damage).
ZenFists the level 22 krog brawler was flamed to death by Emelanne the sandworm on level 2 of Sandworm lair.
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Emelanne the sandworm prepares for the next kill!