
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This 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 1.7.4Official 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:
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: 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 Adventure |
Sex | Female |
Race | Doomelf |
Class | Brawler |
Level / Exp | 18 / 63% |
Size | medium |
Lifes / Deaths | Killed by Yvuta the stone troll at level 12 on the 7th Haze 122nd year of Ascendancy at 15:32 0 / 7Killed by Githa the armoured skeleton warrior at level 14 on the 35th Haze 122nd year of Ascendancy at 12:21 Killed by Mayunor the skeleton archer at level 16 on the 76th Haze 122nd year of Ascendancy at 07:47 Killed by Xanynne the gloomy dire wolf at level 17 on the 8th Regrowth 123rd year of Ascendancy at 09:50 Killed by Salorin the gloomy giant venus flytrap at level 17 on the 9th Regrowth 123rd year of Ascendancy at 01:39 Killed by Layeth the bandit at level 18 on the 19th Pyre 123rd year of Ascendancy at 13:48 Killed by Layeth the bandit at level 18 on the 19th Pyre 123rd year of Ascendancy at 13:53 |
Primary Stats
Strength | 22 (base 13) |
Dexterity | 42 (base 38) |
Constitution | 37 (base 18) |
Magic | 13 (base 10) |
Willpower | 17 (base 10) |
Cunning | 39 (base 34) |
Resources
Life | -99/727 |
Stamina | 196/196 |
Healing Factor | 1.3741015905905 |
Regeneration | 13.809720985435 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 30.004149834542 |
See Invisible | 33.004149834542 |
Offense: Barehand
Damage | 43 |
Accuracy | 43 |
Crit Chance | 10% |
APR | 16 |
Speed | 0.80 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Darkness | +3% |
Fire | +6% |
Cold | +4% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Lightning | +15% |
Acid | +10% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 19 (35.65183292883%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 1.7763568394003E-15 |
Physical Save | 23 |
Spell Save | 22 |
Mental Save | 24 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 11%( 70%) |
All | + 6%( 70%) |
Lightning | + 27%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 9%( 70%) |
Fire | + 11%( 70%) |
Darkness | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Poison Resistance | 20% |
Knockback Resistance | 20% |
Inscriptions (3/3)
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 mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 526% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -287 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 575 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
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 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 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 failed to protect the lost warrior from death by Gloruvea the brown bear. Escort: lost warrior (level 1 of Old Forest) | failed |
You abandoned lost warrior, to death. Escort: lost warrior (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Constitution 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. | active |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * '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.' | 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 within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +2 Con dps ---------- Apr +3 ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 T1 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 cold Dmg.mod +4% cold Acc +4 (+1 eff.) Apr +5 ----- def ----- Armour +1 Resists +6% blight +6% cold Spell.save +8 (+4 eff.) Unarmed combat: Power 90% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 On Hit: * 11% chance to slow global speed by 41% * 11% chance to reduce armor by 12% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 Fatigue +5% Resists +6% acid Crit.chn- 5.00% ---------- misc Infravis +1 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +15% blight +15% lightning +5% acid Melee Ret 2 acid ----- def ----- Resists +3% blight Max.HP +20.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +20.00 Disarm- +23% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Mind.save +4 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% temporal Melee Ret 2 blight 2 temporal On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Fatigue -4% Resists +6% darkness HP.reg +2.00 Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Main armor | ![]() 9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Acc +15 (+5 eff.) Apr +1 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +1% physical Max.HP +39.00 HP.reg +3.80 Heal.mod +12% ---------- misc Max.stam +10.00 A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +6% fire Res.pen +5% acid On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +3% fire Max.HP +42.00 ---------- misc Light +3 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 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +2% physical +5% arcane +3% temporal Max.HP +93.00 Heal.mod +5% 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 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex ----- def ----- Armour +2 Resists +5% arcane +3% fire Max.HP +33.00 HP.reg +4.00 Poison- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Master Power 160% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 mind On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +1 Wil dps ---------- Phys.crit +8.0% Mind.crit +1% Crit.mult +18.00% Apr +8 Melee Ret 10 darkness ----- def ----- Resists +6% darkness One-handed war axes. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +4 nature On Crit.r2 +20 light On Hit: * 20% chance to reduce all saves and defense by 16 While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+6 eff.) Res.pen +10% nature Melee Ret 10 light ----- def ----- Resists +6% mind ---------- misc Talents +1 Attune Mindstar 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. |
![]() 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +6% acid +7% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +42% lightning +5% arcane +9% light Spell.save +10 (+5 eff.) ---------- misc Light +1 A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- S.pwr/crit +2 Dmg.mod +9% mind ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +8 Con dps ---------- Melee Ret 2 mind ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Mov.spd +25% Apr +3 ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +18% cold ----- def ----- Armour +1 Phys.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Max.HP +20.00 HP.reg +2.00 Confus- +10% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning +6% cold Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 physical Dmg.mod +4% physical ----- def ----- Armour +6 Unarmed combat: Power 102% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% On Hit.r1 +5 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Melee+ 6 acid Dmg.mod +4% acid +6% fire On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +12% fire Crit.chn- 5.00% Unarmed combat: Power 97% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 127% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +3% acid Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +5% Resists +3% darkness +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% fire Res.pen +15% mind Melee Ret 2 darkness ----- def ----- Resists +3% fire Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% temporal +3% nature +5% arcane ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 234/400 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. |
Achievements
By Ian Hanken the Doomelf Brawler level 16
3rd Allure 123rd year of Ascendancy at 19:26 see stats
By Ian Hanken the Doomelf Brawler level 6
78th Pyre 122nd year of Ascendancy at 02:17 see stats
By Ian Hanken the Doomelf Brawler level 10
2nd Dusk 122nd year of Ascendancy at 17:30 see stats
By Ian Hanken the Doomelf Brawler level 16
7th Regrowth 123rd year of Ascendancy at 14:44 see stats
By Ian Hanken the Doomelf Brawler level 9
2nd Summertide 122nd year of Ascendancy at 04:51 see stats
By Ian Hanken the Doomelf Brawler level 14
56th Haze 122nd year of Ascendancy at 00:47 see stats
By Ian Hanken the Doomelf Brawler level 18
19th Pyre 123rd year of Ascendancy at 13:48 see stats
Log
Flame turret uses Flamethrower.
Melee retaliation hits Layeth the bandit for 2 acid, 2 temporal, 2 blight, 1 acid, 1 temporal, 1 blight (9 total damage).
Layeth the bandit hits Ian Hanken for 60 acid, 86 physical, 4 arcane, 38 darkness, 45 darkness, 4 arcane, 38 darkness, 62 darkness (337 total damage).
Overclock from Layeth the bandit hits Ian Hanken for 41 lightning damage.
Flame turret hits Ian Hanken for 38 fire damage.
Ian Hanken is dazed!
Xanota the thief has regained its confidence.
Ian Hanken misses Layeth the bandit.
Ian Hanken is not dazed anymore.
Layeth the bandit hits Ian Hanken for 60 acid, 37 darkness, 4 arcane, 38 darkness, 62 darkness, 39 physical, 4 arcane, 38 darkness (283 total damage).
Melee retaliation hits Layeth the bandit for 1 acid, 1 temporal, 1 blight, 1 acid, 1 temporal, 1 blight (5 total damage).
Flame turret has regained its confidence.
Flame turret uses Flamethrower.
Overclock from Layeth the bandit hits Ian Hanken for 41 lightning damage.
Flame turret hits Ian Hanken for 38 fire damage.
Ian Hanken is dazed!
Talent Uppercut is ready to use.
Talent Combination Kick is ready to use.
Talent Haymaker is ready to use.
Layeth the bandit slows down.
Layeth the bandit has regained its confidence.
Ian Hanken hits Layeth the bandit for 8 physical, 1 cold (9 total damage).
Layeth the bandit casts Temporal Shield.
The very fabric of time alters around Layeth the bandit.
Ian Hanken is not dazed anymore.
Layeth the bandit hits Ian Hanken for 60 acid, 50 darkness (109 total damage).
Melee retaliation hits Layeth the bandit for (1 to time), 0 acid, (1 to time), 0 temporal, (1 to time), 0 blight, (1 to time), 0 acid, (1 to time), 0 temporal, (1 to time), 0 blight (0 total damage).
Ian Hanken the level 18 doomelf brawler was darkened to death by Layeth the bandit on level 1 of Unknown tunnels.