








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new 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:
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 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 | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Orc |
Class | Brawler |
Level / Exp | 21 / 66% |
Size | medium |
Lifes / Deaths | Killed by Gumirin the whitehoof ghoul at level 21 on the 32nd Revenge 124th year of Ascendancy at 15:03 / 1 |
Primary Stats
Strength | 34 (base 19) |
Dexterity | 43 (base 36) |
Constitution | 31 (base 12) |
Magic | 12 (base 10) |
Willpower | 11 (base 10) |
Cunning | 58 (base 42) |
Resources
Life | -286/590 |
Stamina | 162/162 |
Steam | 100/100 |
Healing Factor | 1.1658714593979 |
Regeneration | 3.7890822430431 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +37.5% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
Offense: Barehand
Damage | 57 |
Accuracy | 46 |
Crit Chance | 26% |
APR | 11 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10.5 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Fire | +9% |
Arcane | +11% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Cold | +15% |
Defense: Base
Armour (hardiness) | 20 (44.574340358689%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 22 |
Mental Save | 34 |
Defense: Resistances
Darkness | + 27%( 70%) |
Light | + 19%( 70%) |
Fire | + 6%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 18%( 70%) |
All | + 3%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 67 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Orc | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Melee+ 14 darkness Dmg.mod +9% fire +6% darkness +3% cold Res.pen +15% cold Melee Ret 4 fire ----- def ----- Armour +7 Resists +3% fire +6% light +14% darkness Mind.save +9 (+5 eff.) Max.HP +48.00 ---------- misc Infravis +1 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +29 light +22 darkness On Hit: 20% Moonlight Ray 3 On Hit: 10% Battle Shout 3 On Hit: * 8% chance to reduce damage dealt by 17% Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 31.03 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+4 eff.) A cap made of leather. |
Tool | ![]() 2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Fatigue -6% ---------- misc Max.enc +22 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +6 (+2 eff.) Resists +11% arcane Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Main armor | ![]() 9.0 T2 light armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Defense +12 (+3 eff.) Fatigue +7% Resists +11% light +11% darkness Mind.save +11 (+6 eff.) A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- misc 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. |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +9.0% Mind.crit +18% Crit.mult +20.00% Spell.pwr +11 (+3 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Phys.save +12 (+5 eff.) Mind.save +5 (+3 eff.) A belt that goes around your waist. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 76 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +13 (+7 eff.) ---------- misc Max.stam +14.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Spell.save +10 (+5 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, short and deadly. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +14 fire On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +23.0% Phys.pwr +10 (+3 eff.) Res.pen +5% fire ----- def ----- Resists +6% cold Phys.save +9 (+4 eff.) Poison- +10% Stun/Frz- +20% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +12% blight +8% cold Res.pen +9% cold ----- def ----- Resists +18% cold Blunt and deadly. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Rare] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +11 lightning On Hit.r1 +8 mind Uses 2.0 Steam While equipped: Stats +2 Cun +4 Wil dps ---------- Dmg.mod +11% lightning Res.pen +25% fire Melee Ret 4 fire ---------- misc Max.psi +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Dex dps ---------- Acc +12 (+4 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Unarmed combat: Power 15.5 - 17.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 125% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+0 eff.) Fatigue +12% Resists +6% acid +7% cold HP.reg +2.80 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 15.37 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 98 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 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. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 15 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
![]() 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 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. |
Achievements
By Izuku Midorkiya the Orc Brawler level 13
22nd Retaking 124th year of Ascendancy at 22:47 see stats
By Izuku Midorkiya the Orc Brawler level 14
36th Retaking 124th year of Ascendancy at 15:34 see stats
By Izuku Midorkiya the Orc Brawler level 10
18th Retaking 124th year of Ascendancy at 06:59 see stats
By Izuku Midorkiya the Orc Brawler level 20
21st Revenge 124th year of Ascendancy at 02:50 see stats
By Izuku Midorkiya the Orc Brawler level 20
22nd Revenge 124th year of Ascendancy at 14:52 see stats
Log
Izuku Midorkiya is poisoned!
Gumirin the whitehoof ghoul hits Izuku Midorkiya for (17 flat reduction), 43 nature, (11 flat reduction), 0 arcane, (3 flat reduction), 0 arcane (43 total damage).
Melee retaliation hits Gumirin the whitehoof ghoul for (4 flat reduction), 0 fire (0 total damage).
Izuku Midorkiya hits Gumirin the whitehoof ghoul for (18 flat reduction), 24 physical, (13 flat reduction), 0 darkness (24 total damage).
Grappling hits Izuku Midorkiya for (3 flat reduction), 0 physical (0 total damage).
Talent Double Strike is ready to use.
Poison from Gumirin the whitehoof ghoul hits Izuku Midorkiya for (17 flat reduction), 43 nature (43 total damage).
Grappled from Gumirin the whitehoof ghoul hits Izuku Midorkiya for (17 flat reduction), 24 physical (24 total damage).
Gumirin the whitehoof ghoul raises their leg and snaps it downward in a devastating axe kick.
Izuku Midorkiya is recovering from the damage!
Izuku Midorkiya's brain isn't quite working right!
Gumirin the whitehoof ghoul hits Izuku Midorkiya for (17 flat reduction), 96 physical, (11 flat reduction), 0 arcane, (3 flat reduction), 0 arcane (96 total damage).
Melee retaliation hits Gumirin the whitehoof ghoul for (4 flat reduction), 0 fire (0 total damage).
Izuku Midorkiya uses Infusion: Healing.
Izuku Midorkiya stops being poisoned.
Izuku Midorkiya receives 78 healing from Infusion: Healing.
Izuku Midorkiya fails to use Axe Kick.
Gumirin the whitehoof ghoul regains their energy.
Gumirin the whitehoof ghoul lashes out with a flurry of fists.
Gumirin the whitehoof ghoul hits Izuku Midorkiya for (17 flat reduction), 64 physical, (12 flat reduction), 0 arcane, (4 flat reduction), 0 arcane, (17 flat reduction), 62 physical, (12 flat reduction), 0 arcane, (4 flat reduction), 0 arcane, (17 flat reduction), 56 physical, (12 flat reduction), 0 arcane, (4 flat reduction), 0 arcane (182 total damage).
Grappled from Gumirin the whitehoof ghoul hits Izuku Midorkiya for (17 flat reduction), 31 physical (31 total damage).
Melee retaliation hits Gumirin the whitehoof ghoul for (4 flat reduction), 0 fire, (4 flat reduction), 0 fire, (4 flat reduction), 0 fire (0 total damage).
Gumirin the whitehoof ghoul uses Take Down.
Izuku Midorkiya is free from the grapple.
Gumirin the whitehoof ghoul has released the hold.
Gumirin the whitehoof ghoul hits Izuku Midorkiya for (17 flat reduction), 36 physical, (12 flat reduction), 0 arcane, (4 flat reduction), 0 arcane, (17 flat reduction), 384 physical (420 total damage).
Melee retaliation hits Gumirin the whitehoof ghoul for (4 flat reduction), 0 fire (0 total damage).
Izuku Midorkiya the level 21 orc brawler was chopped into tiny pieces to death by Gumirin the whitehoof ghoul on level 2 of Krimbul Territory.