












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
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! 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 | Marauder |
Level / Exp | 12 / 78% |
Size | big |
Lifes / Deaths | Killed by Hole Destroyer's Inner Demon at level 12 on the 5th Dusk 122nd year of Ascendancy at 12:26 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 36 (base 20) |
Dexterity | 37 (base 33) |
Constitution | 32 (base 18) |
Magic | 11 (base 10) |
Willpower | 19 (base 10) |
Cunning | 18 (base 11) |
Resources
Life | -23/412 |
Stamina | 136/156 |
Healing Factor | 1.3224420161895 |
Regeneration | 6.9428205849948 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Invisible | 9 |
Offense: Mainhand
Damage | 48 |
Accuracy | 37 |
Crit Chance | 10% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 37 |
Crit Chance | 11% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Nature | +9% |
Lightning | +15% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +16% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 10 |
Mental Save | -2 |
Defense: Resistances
Physical | + 14%( 70%) |
Cold | + 14%( 70%) |
All | + 7%( 70%) |
Lightning | + 15%( 70%) |
Light | + 13%( 70%) |
Temporal | + 10%( 70%) |
Darkness | + 13%( 70%) |
Mind | + 10%( 70%) |
Fire | + 38%( 70%) |
Nature | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 20% |
Disarm Resistance | 12% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
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 190 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 4 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: 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 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Effects
Quests
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower 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 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 |
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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Changes resistances: +6% lightning / +6% fire / +3% mind / +5% cold Reduces incoming crit damage: 10.00% Healing mod.: +15% A pair of boots made of leather. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 42% Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +15% lightning / +6% nature / +3% mind Maximum life: +42.00 Light radius: +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. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 16% Damage when hit (Melee): 6 acid Changes stats: +2 Cun / +2 Str Reduces incoming crit damage: 15.00% Physical save: +11 (+4 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +1 Dex / +5 Con Changes damage: +3% acid Physical save: +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Str / +1 Dex / +5 Wil / +5 Cun Changes damage: +3% nature Reduces incoming crit damage: 10.00% Mindpower: +5 (+3 eff.) See invisible: +9 Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% physical Stamina each turn: +0.30 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Effects on melee hit: * 10 arcane resource burn Blindness immunity: +10% Life regen: +2.00 One-handed war axes. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 11% chance to reduce all saves and defense by 17 * 10 arcane resource burn Damage (Melee): 12 darkness / 11 mind Changes resistances: +6% light / +3% cold Mental save: -14 (-14 eff.) Mindpower: +4 (+2 eff.) Light radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 16.0 - 20.8 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 lightning / +12 temporal / +6 nature When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 2 temporal Changes stats: +2 Con Changes resistances penetration: +6% physical Disarm immunity: +12% Sharp, short and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +2 Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +1 Str / +2 Con Changes resistances penetration: +10% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +4 Defense: +3 (+2 eff.) Changes resistances: +3% temporal / +2% physical / +6% darkness / +7% all Physical save: +16 (+6 eff.) Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() healing infusion of the wizard (heal 62; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() cleansing copper amulet of dexterity (+3) Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% nature / +10% blight Poison immunity: +25% Disease immunity: +21% Amulets make your neck look great! |
![]() stabilizing copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +11% temporal Pinning immunity: +21% Knockback immunity: +20% Amulets make your neck look great! |
![]() Velumina the iron dagger (10-14 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +16 blight / +7 cold When wielded/worn: Critical mult.: +10.00% Maximum psi: +10.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
![]() balanced steel longsword of massacre (19-27 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+3 eff.) Disarm immunity: +26% Sharp, long, and deadly. |
![]() Galeumbra the mossy mindstar (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +12 lightning Damage (radius 2) on crit: +4 lightning When wielded/worn: Changes resistances: +3% blight / +3% arcane / +3% darkness Changes resistances penetration: +5% lightning Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +1 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. |
![]() Ashterror Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +16 cold Damage (radius 2) on crit: +20 fire When wielded/worn: Changes stats: +2 Con Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +3% fire Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 68 life over 5 turns Activation puts all charms on cooldown for 20 turns. Slings are used to hurl stones or metal shots at your foes. |
![]() Duvinaribers the Sootclamor (10-12 power, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +2 Con Changes resistances penetration: +10% darkness Changes damage: +10% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Reduces incoming crit damage: 15.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +7% Infravision radius: +1 Staves designed for wielders of magic, by the greats of the art. |
![]() Stormborn the elm magestaff (10-12 power, 2 apr, cold element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +1 Wil Changes resistances: +6% fire Changes resistances penetration: +10% lightning Changes damage: +10% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Deals 38 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +6 nature One-handed war axes. |
![]() iron waraxe (12-16 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
![]() linen cloak 'Kivon' (21 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +3.0% Armour: +2 Defense: +21 (+10 eff.) Changes resistances: +13% darkness / +12% temporal Equilibrium when hit: +0.08 Maximum hate: +2.00 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Duvelatharig (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Wil Changes resistances: +6% lightning / +7% temporal Changes resistances penetration: +20% acid Maximum psi: +10.00 Mental crit. chance: +1% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Elenitar (10 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes resistances: +12% blight / +5% fire / +6% cold Reduces incoming crit damage: 15.00% Cut immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of rough leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +2 A pair of boots made of leather. |
![]() traveler's pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Movement speed: +25% A pair of boots made of leather. |
![]() Betotta the linen wizard hat (1 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+8 eff.) Armour penetration: +1 Armour: +4 Defense: +1 (+1 eff.) Changes resistances: +16% fire Changes resistances penetration: +15% physical Changes damage: +11% fire Physical save: +6 (+3 eff.) Stamina each turn: +1.00 A pointy cloth hat, very wizardly... |
![]() Nightonslaught (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun Changes resistances: +6% darkness Critical mult.: +5.00% Stamina when hit: +0.80 Equilibrium when hit: +1.02 Psi when hit: +0.12 Mental crit. chance: +2% A cap made of leather. |
![]() steel mail armour of cold resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% cold A suit of armour made of mail. |
![]() prismatic rough leather armour (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +11% light / +11% darkness A suit of armour made of leather. |
![]() flaming iron shield of lightning resistance (+16%) (0 def, 2 armour, 22 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire Changes resistances: +16% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() high-capacity quiver of elm arrows (53/53, 14-20 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 53 When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes resistances penetration: +10% mind Changes damage: +6% nature / +3% mind Critical mult.: +10.00% Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 65.67 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Achievements
By Hole Destroyer the Krog Marauder level 10
1st Flare 122nd year of Ascendancy at 15:12 see stats
By Hole Destroyer the Krog Marauder level 10
1st Flare 122nd year of Ascendancy at 15:10 see stats
By Hole Destroyer the Krog Marauder level 9
5th Mirth 122nd year of Ascendancy at 04:54 see stats
Log
Hole Destroyer misses Hole Destroyer's Inner Demon.
Melee retaliation hits Hole Destroyer for 2 acid, 1 temporal (3 total damage).
Hole Destroyer hits Hole Destroyer's Inner Demon for (13 parried), 31 physical, 5 nature, 8 darkness, 7 fire, 8 mind, 0 arcane (58 total damage).
Hole Destroyer is less vulnerable to fire.
Hole Destroyer's Inner Demon uses Wrath of the Wilds.
Hole Destroyer's Inner Demon activates Precise Strikes.
Hole Destroyer's Inner Demon uses Perfect Strike.
Hole Destroyer's Inner Demon aims carefully.
Hole Destroyer's Inner Demon uses Wrath of the Wilds.
Hole Destroyer's Inner Demon activates Precise Strikes.
Hole Destroyer feels pain again.
Hole Destroyer is fully armored again.
Hole Destroyer is freed from the demons.
Talent Dual Strike is ready to use.
Hole Destroyer's Inner Demon uses Flurry.
Hole Destroyer is stunned!
Hole Destroyer's Inner Demon performs a melee critical strike against Hole Destroyer!
Hole Destroyer is recovering from the damage!
Hole Destroyer slows down.
Hole Destroyer's Inner Demon hits Hole Destroyer for 21 physical, 3 nature, 4 darkness, 0 arcane, 5 mind, 5 fire, 12 physical, 2 lightning, 5 temporal, 3 nature, 4 darkness, 0 arcane, 5 mind, 5 fire, 23 physical, 3 nature, 4 darkness, 0 arcane, 5 mind, 5 fire, 13 physical, 2 lightning, 5 temporal, 3 nature, 4 darkness, 0 arcane, 5 mind, 5 fire, 21 physical, 3 nature, 4 darkness, 0 arcane, 5 mind, 5 fire, 14 physical, 2 lightning, 5 temporal, 3 nature, 4 darkness, 0 arcane, 3 mind, 5 fire (229 total damage).
Melee retaliation hits Hole Destroyer's Inner Demon for 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal (13 total damage).
Hole Destroyer's Inner Demon uses Flurry.
Hole Destroyer shrugs off the effect 'Stunned'!
Hole Destroyer's Inner Demon attunes to the damage.
Hole Destroyer's Inner Demon performs a melee critical strike against Hole Destroyer!
Hole Destroyer's Inner Demon performs a melee critical strike against Hole Destroyer!
Hole Destroyer's Inner Demon hits Hole Destroyer for 17 physical, 3 nature, 4 darkness, 0 arcane, 5 mind, 5 fire, 19 physical, 2 lightning, 5 temporal, 3 nature, 4 darkness, 0 arcane, 5 mind, 5 fire, 27 physical (106 total damage).
Melee retaliation hits Hole Destroyer's Inner Demon for 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal, 2 acid, 1 temporal (13 total damage).
Hole Destroyer the level 12 krog marauder was punctured to death by a Hole Destroyer's Inner Demon on level 3 of Norgos Lair.