









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 18 / 67% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 18 on the 44th Dusk 122nd year of Ascendancy at 00:04 / 2Killed by skeleton mage at level 18 on the 44th Dusk 122nd year of Ascendancy at 00:08 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 55 (base 46) |
Constitution | 25 (base 10) |
Magic | 17 (base 10) |
Willpower | 13 (base 10) |
Cunning | 39 (base 34) |
Resources
Life | -61/592 |
Stamina | 76/178 |
Healing Factor | 1.2245178243369 |
Regeneration | 11.326789875116 |
Speed
Mental | +1.5543122344752E-13% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 35.004149834542 |
See Invisible | 35.004149834542 |
Offense: Barehand
Damage | 53 |
Accuracy | 57 |
Crit Chance | 16% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +30% |
Physical | +5% |
Cold | +6% |
All | 0% |
Darkness | +3% |
Light | +5% |
Mind | +9% |
Fire | +8% |
Nature | +6% |
Offense: Damage Penetration
Mind | +5% |
Physical | +30% |
Defense: Base
Armour (hardiness) | 10 (51.69962066283%) |
Defense | 50 |
Ranged Defense | 50 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 24 |
Mental Save | 29 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 22%( 70%) |
All | + 10%( 70%) |
Lightning | + 24%( 70%) |
Light | + 25%( 70%) |
Temporal | + 16%( 70%) |
Physical | + 25%( 70%) |
Darkness | + 28%( 70%) |
Fire | + 25%( 70%) |
Mind | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 441 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 295 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 46 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. |
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. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 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 successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by Glorurera the blue jelly. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | 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 |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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 green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 black mamba head. * '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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' 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 warg claw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 | ![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +3 Wil dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% darkness Res.pen +15% physical ----- def ----- Armour +1 Resists +3% acid +1% physical Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 acid Dmg.mod +3% acid Acc +11 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% acid Unarmed combat: Power 12.5 - 17.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +6.0% Atk.spd 100% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +3% cold +11% light +11% darkness Spell.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Light +1 A cap made of leather. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Acc +5 (+1 eff.) Melee Ret 6 physical ----- def ----- Armour +2 Resists +3% physical ---------- misc Max.stam +10.00 Sting an enemy dealing 129 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +22% acid ----- def ----- Resists +44% acid +6% temporal +5% arcane +6% blight Max.HP +31.00 Disarm- +22% Pinning- +26% Knockbk- +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Fatigue -4% Max.HP +45.00 HP.reg +6.00 Heal.mod +10% ---------- misc Max.enc +24 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Melee Ret 2 temporal ----- def ----- Resists +3% lightning Phys.save +12 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +12 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.11 Cunning/Dirty fighting Amulets make your neck look great! |
Main armor | ![]() 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% acid +5% physical +5% light +8% fire +6% cold ----- def ----- Armour +3 Defense +4 (+1 eff.) Resists +11% acid +10% physical +6% light +10% cold +11% fire +6% darkness +7% all Max.HP +30.00 ---------- misc Light +2 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Apr +2 ----- def ----- Resists +12% lightning +2% physical Mind.save +7 (+3 eff.) ---------- misc Light +3 See.Stealth +5 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. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% mind ----- def ----- Defense +1 (+0 eff.) Resists +3% darkness +6% fire Max.HP +31.00 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 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Lck dps ---------- Res.pen +5% mind +15% physical Apr +3 On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +2 Resists +3% mind Stealth +6 Die.at -60.00 life ---------- misc T.Disarm +7 Infravis +3 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 12 Travel.spd 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 96 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 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 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 59.18 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Psionic Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 mind On Hit: * 12% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Arcane/Master/Psionic Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +16 Crit +3.5% Atk.spd 100% Phasing +17% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +6% mind +9% temporal Res.pen +5% mind Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +35% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +6 (+2 eff.) Apr +7 Sharp, long, and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Nature/Psionic Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 mind +7 nature On Hit: * 12% chance to reduce all saves and defense by 15 While equipped: Stats +1 Cun +2 Wil One-handed war axes. |
![]() 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. |
![]() 1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal A belt that goes around your waist. |
![]() 2.0 T1 cloth armor [Ego++] Arcane/Nature While equipped: Stats +2 Cun dps ---------- Spell.crit +5% Spell.pwr +6 (+4 eff.) Dmg.mod +7% light +5% darkness ----- def ----- Resists +6% blight +7% all Max.HP +42.00 HP.reg +1.60 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Mind.crit +5% Dmg.mod +6% mind Res.pen +10% nature ----- def ----- Defense +2 (+0 eff.) Resists +7% fire +5% cold ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Dex +2 Wil +6 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+0 eff.) Resists +18% nature ---------- misc Light +3 Infravis +1 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal +16% fire A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +21% fire A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 32.60 to 97.81 lightning damage (65.21 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +15% fire HP.reg +2.00 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +12% physical Shield.near.proj +10 Proj.slow +13% ---------- 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 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% blight Res.pen +15% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% temporal ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +4% physical ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% darkness Acc +5 (+1 eff.) Melee Ret 6 darkness ----- def ----- Armour +6 Resists +6% mind Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 214 acid damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 LecimyBrawlus the Cornac Brawler level 18
19th Dusk 122nd year of Ascendancy at 10:18 see stats
By LecimyBrawlus the Cornac Brawler level 10
4th Mirth 122nd year of Ascendancy at 16:30 see stats
By LecimyBrawlus the Cornac Brawler level 18
44th Dusk 122nd year of Ascendancy at 00:04 see stats
By LecimyBrawlus the Cornac Brawler level 6
79th Pyre 122nd year of Ascendancy at 04:55 see stats
By LecimyBrawlus the Cornac Brawler level 10
7th Mirth 122nd year of Ascendancy at 17:54 see stats
By LecimyBrawlus the Cornac Brawler level 17
13rd Dusk 122nd year of Ascendancy at 16:42 see stats
By LecimyBrawlus the Cornac Brawler level 18
44th Dusk 122nd year of Ascendancy at 00:04 see stats
Log
Armoured skeleton warrior is dazed!
Skeleton mage misses LecimyBrawlus.
Skeleton mage has been set up!
LecimyBrawlus hits Skeleton mage for 116 acid damage.
LecimyBrawlus hits Armoured skeleton warrior for (22 blocked), 24 physical, (7 blocked), 0 acid, (22 blocked), 91 acid (116 total damage).
Skeleton master archer's Crippling Shot hits LecimyBrawlus for 81 physical damage.
Melee retaliation hits LecimyBrawlus for 25 physical damage.
Burning from Skeleton mage hits LecimyBrawlus for 9 fire damage.
LecimyBrawlus uses Tumble.
LecimyBrawlus uses Clinch.
Skeleton master archer is grappled!
LecimyBrawlus is engaged in a grapple!
LecimyBrawlus evades Skeleton master archer.
LecimyBrawlus starts to bleed.
Skeleton master archer shatters!
LecimyBrawlus slams Skeleton master archer into the ground!
LecimyBrawlus hits Skeleton master archer for 48 physical, 7 acid, 45 physical (99 total damage).
Grappled from LecimyBrawlus hits Skeleton master archer for 63 physical damage.
Melee retaliation hits LecimyBrawlus for 58 physical, 74 physical (132 total damage).
Armoured skeleton warrior performs a melee critical strike against LecimyBrawlus!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior misses LecimyBrawlus.
Armoured skeleton warrior misses LecimyBrawlus.
Skeleton mage casts Manathrust.
Grappled from LecimyBrawlus killed Skeleton master archer!
Melee retaliation hits Armoured skeleton warrior for 6 physical, 2 temporal (8 total damage).
Armoured skeleton warrior hits LecimyBrawlus for 168 physical, 4 fire (172 total damage).
Skeleton mage hits LecimyBrawlus for 64 arcane damage.
LecimyBrawlus the level 18 cornac brawler was blasted to death by a skeleton mage on level 1 of The Maze.