













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Light |
Mode | Nightmare Adventure |
Sex | Female |
Race | Krog |
Class | Mindslayer |
Level / Exp | 39 / 76% |
Size | big |
Lifes / Deaths | Killed by Aerulessra the devourer at level 29 on the 8th Dusk 122nd year of Ascendancy at 20:23 3 / 4Killed by Layyyatira the dredgling at level 31 on the 15th Dusk 122nd year of Ascendancy at 20:19 Killed by Guard Captain Eilinurathra at level 37 on the 20th Dusk 122nd year of Ascendancy at 03:25 Killed by High Guardian Obosin at level 39 on the 22nd Dusk 122nd year of Ascendancy at 12:22 |
Antimagic | Follower |
Primary Stats
Strength | 107 (base 51) |
Dexterity | 38 (base 10) |
Constitution | 50 (base 10) |
Magic | 8 (base 10) |
Willpower | 108 (base 60) |
Cunning | 71 (base 60) |
Resources
Life | 967/1312 |
Steam | 100/100 |
Equilibrium | 30 |
Psi | 128/133 |
Healing Factor | 2.5 |
Regeneration | 55.625 |
Speed
Mental | +30% |
Attack | 0% |
Movement | +40.783646509902% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 39.058027722065 |
See Invisible | 39.058027722065 |
Offense: Mainhand
Damage | 164 |
Accuracy | 65 |
Crit Chance | 51% |
APR | 19 |
Speed | 0.77 |
Offense: Offhand
Damage | 84 |
Accuracy | 65 |
Crit Chance | 56% |
APR | 18 |
Speed | 0.77 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +67% |
Lightning | +37% |
Nature | +45% |
Darkness | +30% |
Physical | +94% |
Mind | +25% |
All | +15% |
Offense: Damage Penetration
Temporal | +5% |
Physical | +10% |
Fire | +13% |
Nature | +28% |
Defense: Base
Armour (hardiness) | 53 (55.65183292883%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 68 |
Spell Save | 59 |
Mental Save | 68 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 44%( 70%) |
All | + 19%( 70%) |
Physical | + 37%( 70%) |
Lightning | + 46%( 70%) |
Light | + 80%(100%) |
Temporal | + 38%( 70%) |
Mind | + 33%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 45%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 20% |
Blind Resistance | 26% |
Disarm Resistance | 100% |
Pinning Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 82%. Its effects scale with your Strength 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 613% 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. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Augmentation |
talent | Beyond the Flesh |
talent | Skate |
talent | Charged Aura |
talent | Deflect Projectiles |
talent | Kinetic Aura |
talent | Antimagic Shield |
beneficial effect | Increases defense by 10. Mobile Defense |
detrimental effect | Huge cut that bleeds, doing 76.85 physical damage per turn. Bleeding |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
beneficial effect | You gain 19% resistance against arcane. Resolve |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * One more thing stands in your way: the dwarven fortress known as the Iron Gate. * However, it is fortified by several ancient runestones. Assaulting the fortress while these last might be unwise. * You have located a damaged runestone which should allow you to sabotage the whole network, in the Fields of Flesh and Steel. * However, it is guarded by an old dwarven warrior who has proven himself over and over again. Be careful. * With the network of runestones warding the Iron Gate sabotaged, you are confident you can succeed in your attempt to breach the fortress. * But beware: the magic that still lingers will make using your Rod of Recall impossible, and the dwarves will undoubtedly close off any escape routes. * This is it: freedom or death. Gather your strength, and fight your way past the High Guardian. To the surface, and towards freedom. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *You have taken the power that lingered in this place. | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining fragments of the Cunning/Scoundrel tree, but mostly other power. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining improvements to the Wild-gift/Antimagic tree. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Equipment
Psionic focus | ![]() Requires: - Willpower 25 - Strength 25 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 Base power: 56.0 - 84.0 Uses stat: 141% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 39 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +34 fire burn / +12 nature / +17 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +20% fire Changes damage: +10% mind / +22% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+4 eff.) Mental crit. chance: +5% Light radius: +3 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +17 Fatigue: +5% Effects on melee hit: * 23% chance to slow global speed by 68% Damage (Melee): 15 acid Changes resistances: +6% acid / +6% cold / +17% mind Changes resistances penetration: +28% nature Changes damage: +42% acid Talent granted: +5 Iron Grip Disarm immunity: +100% Confusion immunity: +23% Maximum life: +100.00 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 5). Damage (radius 2) on crit: +15 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | The Eternal Glimmer The Eternal GlimmerPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes stats: +15 Wil Changes resistances: +50% light / +6% all Changes resistances cap: +30% light Changes damage: +15% all Damage affinity(heal): +20% light Physical save: +30 (+8 eff.) Spell save: +30 (+8 eff.) Mental save: +60 (+14 eff.) Confusion immunity: +100% Maximum life: +120.00 Mindpower: +22 (+5 eff.) Mental crit. chance: +8% Light radius: +10 Solace. Safety. A whisper that all will be well. The soft shine promises all this and more, and it has kept that promise for as long as you have carried it. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +15 (+4 eff.) Armour: +5 Changes stats: +3 Str / +8 Wil / +15 Con Changes resistances: +9% cold / +9% fire Changes resistances penetration: +10% physical Changes damage: +24% physical Life regen: +4.00 Mindpower: +7 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 31 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +8.0% Physical power: +5 (+2 eff.) Defense: +12 (+0 eff.) Changes stats: +7 Con Changes resistances: +13% nature / +8% blight Changes damage: +15% darkness / +15% physical Spell save: +16 (+4 eff.) Mental save: +6 (+2 eff.) Poison immunity: +20% Disease immunity: +30% Fear immunity: +100% Psi when hit: +0.04 Maximum stamina: +30.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Infravision radius: +3 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Talent granted: +1 Animate Blade Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Combat speed: +10% The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +3% acid / +20% temporal / +16% light / +3% nature / +14% darkness Blindness immunity: +26% Pinning immunity: +23% Knockback immunity: +22% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). On weapon crit: * Deals 115 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage (radius 2) on crit: +24 fire When wielded/worn: Armour penetration: +4 Changes stats: +1 Str Changes resistances: +1% physical Changes resistances penetration: +13% fire Stamina each turn: +3.00 Global speed: +5% Healing mod.: +32% Sharp, long, and deadly. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 32% Changes stats: +4 Str / +4 Dex / +9 Wil / +9 Cun Changes resistances: +20% acid / +3% temporal / +6% darkness / +20% nature Changes resistances penetration: +5% temporal Changes damage: +10% nature / +10% acid Damage against: +24% Summoned Reduced damage from: +24% Summoned Physical save: +13 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +14 (+4 eff.) Maximum life: +44.00 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Bleeding Edge (10% chance level 3). Damage (Melee): +21 physical bleed When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+0 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Armour: +7 Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% acid / +16% cold / +9% light / +3% fire Critical mult.: +13.00% Stealth bonus: +7 Life regen: +6.00 Maximum stamina: +10.00 Healing mod.: +28% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +33% lightning / +21% blight / +13% all Changes damage: +22% lightning Spell save: +6 (+2 eff.) Life regen: +12.00 Maximum life: +104.00 Spell crit. chance: +8% Healing mod.: +58% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 increase movement speed by 514% 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. 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. Press to compare to your current inscriptions |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.5 - 110.2 Uses stat: 121% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +34 (+9 eff.) Armour penetration: +9 Changes resistances penetration: +16% physical Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 101% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +11 Dex / +9 Mag / +21 Wil / +11 Cun / +24 Con Maximum life: +67.00 Sharp, long, and deadly. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Wil, 56% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes resistances: +15% lightning / +14% temporal Changes damage: +24% nature Reduces incoming crit damage: 15.00% Mental save: +18 (+5 eff.) Blindness immunity: +20% Maximum life: +100.00 A belt that goes around your waist. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +4 Fatigue: +3% Changes resistances penetration: +8% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +50% Hate when firing a critical mind attack: +2.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +10% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 304.16 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
great healing salve [power 421] great healing salve [power 421]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 164% efficiency and 82% cooldown modifier. It can be used to heal 421 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 68% Changes stats: +1 Str Changes resistances: +10% nature / +3% fire Changes damage: +6% nature / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +5 Str Changes resistances: +9% mind Changes resistances penetration: +10% fire Changes damage: +12% mind / +15% fire When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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: 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. |
![]() 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. |
Achievements
By Fightokinesis the Krog Mindslayer level 24
7th Flare 122nd year of Ascendancy at 20:15 see stats
By Fightokinesis the Krog Mindslayer level 26
1st Dusk 122nd year of Ascendancy at 02:08 see stats
By Fightokinesis the Krog Mindslayer level 32
16th Dusk 122nd year of Ascendancy at 18:40 see stats
By Fightokinesis the Krog Mindslayer level 10
1st Mirth 122nd year of Ascendancy at 04:36 see stats
By Fightokinesis the Krog Mindslayer level 20
2nd Flare 122nd year of Ascendancy at 01:07 see stats
By Fightokinesis the Krog Mindslayer level 30
9th Dusk 122nd year of Ascendancy at 00:11 see stats
By Fightokinesis the Krog Mindslayer level 27
2nd Dusk 122nd year of Ascendancy at 02:21 see stats
By Fightokinesis the Krog Mindslayer level 37
19th Dusk 122nd year of Ascendancy at 16:59 see stats
By Fightokinesis the Krog Mindslayer level 23
7th Flare 122nd year of Ascendancy at 08:55 see stats
By Fightokinesis the Krog Mindslayer level 16
10th Mirth 122nd year of Ascendancy at 22:56 see stats
Log
Fightokinesis's Beyond the Flesh performs a melee critical strike against Crystalline Image (High Guardian Obosin)!
Crystalline Image (High Guardian Obosin) is on fire!
Melee retaliation hits Fightokinesis for 19 physical, (10 antimagic), 0 arcane, 19 physical, (10 antimagic), 0 arcane (39 total damage).
Fightokinesis's Beyond the Flesh hits Crystalline Image (High Guardian Obosin) for 207 mind, 17 fire, 25 mind, 20 nature, 29 acid, 61 physical, 40 physical, 30 lightning (430 total damage).
Fightokinesis's Beyond the Flesh hits High Guardian Obosin for (43 blocked), 0 physical, (13 blocked), 0 acid, (29 blocked), 0 physical, (19 blocked), 0 physical, (15 blocked), 0 lightning, (10 blocked), 0 fire, (13 absorbed), 0 mind, (12 blocked), 0 nature, (13 blocked), 0 acid, (29 blocked), 0 physical, (19 blocked), 0 physical, (15 blocked), 0 lightning (0 total damage).
Burning from Fightokinesis hits Crystalline Image (High Guardian Obosin) for 6 fire damage.
A large chunk of crystal rips itself free from the ground, taking the shape of High Guardian Obosin!
Bleeding from Fightokinesis hits High Guardian Obosin for (2 blocked), 0 physical (0 total damage).
Burning from Fightokinesis hits High Guardian Obosin for (3 blocked), 0 fire (0 total damage).
High Guardian Obosin casts Earthen Missiles.
Fightokinesis deflects the projectile from High Guardian Obosin to the southeast!
High Guardian Obosin's spell attains critical power!
Fightokinesis deflects the projectile from High Guardian Obosin to the northwest!
Burning from Fightokinesis hits Crystalline Image (High Guardian Obosin) for 6 fire damage.
High Guardian Obosin surges with earthen power!
High Guardian Obosin stops bleeding.
Fightokinesis starts to bleed.
High Guardian Obosin's Earthen Missiles hits Fightokinesis for 83 physical, 14 physical (97 total damage).
Elemental Surge hits Fightokinesis for 154 physical damage.
Bleeding from Fightokinesis hits High Guardian Obosin for (2 blocked), 0 physical (0 total damage).
Burning from Fightokinesis hits High Guardian Obosin for (3 blocked), 0 fire (0 total damage).
Bleeding from High Guardian Obosin hits Fightokinesis for 14 physical damage.
High Guardian Obosin revels in the bloodlust of her black, spiked armor!
Burning from Fightokinesis hits Crystalline Image (High Guardian Obosin) for 6 fire damage.
Burning from Fightokinesis hits High Guardian Obosin for (3 blocked), 0 fire (0 total damage).