











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Nightmare Adventure |
Sex | Male |
Race | Krog |
Class | Rogue |
Level / Exp | 17 / 89% |
Size | big |
Lifes / Deaths | Killed by Isadavea the giant grey rat at level 10 on the 23rd Dusk 122nd year of Ascendancy at 04:20 0 / 7Killed by Adeba the golem at level 16 on the 71st Haze 122nd year of Ascendancy at 17:50 Killed by corrupted broken golem at level 16 on the 71st Haze 122nd year of Ascendancy at 23:03 Killed by naga myrmidon at level 16 on the 1st Decay 122nd year of Ascendancy at 01:22 Killed by fire wyrm at level 17 on the 10th Decay 122nd year of Ascendancy at 05:28 Killed by Kelad, the One Who Stole Poosh at level 17 on the 10th Decay 122nd year of Ascendancy at 09:44 Killed by Ce'Nura the greater telugoroth at level 17 on the 10th Decay 122nd year of Ascendancy at 11:16 |
Antimagic | Follower |
Primary Stats
Strength | 24 (base 21) |
Dexterity | 58 (base 44) |
Constitution | 20 (base 10) |
Magic | 14 (base 10) |
Willpower | 16 (base 10) |
Cunning | 37 (base 28) |
Resources
Life | -25/473 |
Psi | 106/106 |
Stamina | 141/143 |
Equilibrium | 0 |
Healing Factor | 1.358947368421 |
Regeneration | 90.566368018301 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Infravision | 5 |
See Stealth | 33.020402716974 |
See Invisible | 33.020402716974 |
Offense: Mainhand
Damage | 56 |
Accuracy | 64 |
Crit Chance | 18% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 33 |
Accuracy | 64 |
Crit Chance | 18% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +3% |
Offense: Damage Penetration
Mind | +15% |
Physical | +18% |
Fire | +10% |
Light | +5% |
Defense: Base
Armour (hardiness) | 30 (49.309173272933%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 12%( 70%) |
Nature | + 24%( 70%) |
Darkness | + 18%( 70%) |
Blight | + 6%( 70%) |
Physical | + 1%( 70%) |
Fire | 0%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 76% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: 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 257 life over 5 turns. 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 159 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Parrying melee and ranged attacks: Has a 34% chance to deflect up to 14 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 13.3 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 78 - 109 Accuracy: 80 (knife) APR: 18 Crit Chance: +17% Crit mult: 178% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | A flow of life spins around the target, regenerating 46.68 life per turn. Regeneration |
beneficial effect | You gain 12% resistance against darkness. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Dream Walk (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * 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 Possessed. | 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. * You've found the needed pouch of bone giant dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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: * You've found the needed naga tongue. * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() pair of hardened leather boots 'Aeratta' (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (-) Fatigue: -3% (-) Changes stats: +2(-) Dex / +6(-) Mag Changes resistances penetration: +15%(-) mind Reduces incoming crit damage: 10.00% (-) Infravision radius: +2 (-) A pair of boots made of leather. |
On hands | ![]() sand rough leather gloves of dexterity (+3) (0 def, 6 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) (-) Armour: +6 (-) Damage (Melee): 5(-) physical Changes stats: +3(-) Dex Changes damage: +3%(-) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Zeribar the Singebringer (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) (-) Physical power: +6 (+2 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Wil / +2(-) Cun / +2(-) Con Changes resistances penetration: +10%(-) fire Mindpower: +3 (+1 eff.) (-) A cap made of leather. |
Tool | ![]() psionic steel torque of psychoportation [power 28] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() savior's copper ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Spell save: +7 (+5 eff.) (-) Mental save: +7 (+4 eff.) (-) Stun/Freeze immunity: +22% (-) Life regen: +1.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() gold ring 'Chaludorab' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +12% lightning Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +6 (+5 eff.) (-1 (+0 eff.)) Mental save: +0 (+0 eff.) (-7 (-4 eff.)) Blindness immunity: +20% Stun/Freeze immunity: +34% (+12%) Knockback immunity: +15% Life regen: +2.80 (+1.80) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() Sunprophet the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes stats: +1(-) Dex / +2(-) Cun / +1(-) Con Changes resistances penetration: +5%(-) light Life regen: +1.00 (-) Healing mod.: +11% (-) A belt that goes around your waist. |
In main hand | ![]() Xinn (118% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 119% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) Damage (Melee): +20(-) insidious poison When wielded/worn: Accuracy: +10 (+2 eff.) (-) Armour: +4 (-) Changes resistances: +6%(-) blight / +1%(-) physical Changes resistances penetration: +10%(-) physical Disarm immunity: +20% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Main armor | ![]() spiked hardened leather armour of Eyal (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-) Defense: +3 (+1 eff.) (-) Fatigue: +8% (-) Damage when hit (Melee): 10(-) physical Life regen: +1.30 (-) Maximum life: +55.00 (-) Healing mod.: +17% (-) A suit of armour made of leather. |
In off hand | ![]() truestriking dwarven-steel dagger of amnesia (110% power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 110% (-9%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance to put talents on cooldown Damage (Melee): +0(-20) insidious poison When wielded/worn: Accuracy: +6 (+1 eff.) (-4 (-1 eff.)) Armour penetration: +6 Armour: +0 (-4) Changes resistances: +0%(-6%) blight / +0%(-1%) physical Changes resistances penetration: +8%(-2%) physical Disarm immunity: +0% (-20%) Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() cashmere cloak 'Ravenriver' (9 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) (-) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage (Melee): 0(-30) item acid corrode / 0(-15) item darkness numbing Damage when hit (Melee): 8(-) darkness Changes resistances: +6%(-) darkness Changes damage: +3%(-) acid Physical save: +8 (+4 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() wanderer's gold amulet of dexterity (+9) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% (-) Changes stats: +9(-) Dex / +5(-) Cun / +5(-) Con Life regen: +0.30 (-) Stamina each turn: +0.50 (-) Movement speed: +10% (-) Amulets can have magical properties. |
Inventory
![]() This item will automatically be transmogrified when you leave the level. regeneration infusion of the wizard (heal 202 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 202(-56) life over 5(-) turns. Its effects scale with your -Dexterity, +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 ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 10 turns. While Heroism is active, you will only die when reaching -360 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
![]() grounding copper amulet of mastery (0.11 Cunning / Stealth) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-9) Dex / +0(-5) Cun / +0(-5) Con Changes resistances: +11% lightning Talent mastery: +0.11 Cunning / Stealth Stun/Freeze immunity: +23% Life regen: +0.00 (-0.30) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets can have magical properties. |
![]() gold amulet of willpower (+5) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: +0% (+4%) Changes stats: +0(-9) Dex / +5 Wil / +0(-5) Cun / +0(-5) Con Life regen: +0.00 (-0.30) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets can have magical properties. |
![]() This item will automatically be transmogrified when you leave the level. shimmering yew vilestaff of might (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% (+2%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-3) Crit. chance: +3.5% (-2.5%) Attack speed: 100% (-) Damage (Melee): +0(-20) insidious poison When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-4) Changes resistances: +0%(-6%) blight / +0%(-1%) physical Changes resistances penetration: +0%(-10%) physical Changes damage: +20% fire Talent granted: +1 Command Staff Disarm immunity: +0% (-20%) Mana each turn: +0.10 Maximum mana: +33.00 Spellpower: +9 (+7 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. yew magestaff (120% power, 4 apr, cold element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% (+2%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-3) Crit. chance: +3.5% (-2.5%) Attack speed: 100% (-) Damage (Melee): +0(-20) insidious poison When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-4) Changes resistances: +0%(-6%) blight / +0%(-1%) physical Changes resistances penetration: +0%(-10%) physical Changes damage: +20% cold Talent granted: +1 Command Staff Disarm immunity: +0% (-20%) Spellpower: +9 (+7 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel waraxe of paradox (119% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% (+1%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-3) Crit. chance: +4.5% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-20) insidious poison / +7 temporal When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-4) Damage when hit (Melee): 10 temporal Changes resistances: +0%(-6%) blight / +8% temporal / +0%(-1%) physical Changes resistances penetration: +0%(-10%) physical Disarm immunity: +0% (-20%) One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. steady yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-7) Crit. chance: +0.0% (-6.0%) Attack speed: 125% (+25%) Firing range: +8 Damage (Melee): +0(-20) insidious poison When wielded/worn: Accuracy: +11 (+3 eff.) (+1 (+1 eff.)) Physical crit. chance: +5.0% Armour: +0 (-4) Changes resistances: +0%(-6%) blight / +0%(-1%) physical Changes resistances penetration: +17%(+7%) physical Changes damage: +15% physical Disarm immunity: +0% (-20%) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of cunning (+2) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-7) Crit. chance: +0.0% (-6.0%) Attack speed: 125% (+25%) Firing range: +8 Damage (Melee): +0(-20) insidious poison When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-2 eff.)) Physical power: +6 (+2 eff.) Armour: +0 (-4) Changes stats: +2 Str / +5 Cun Changes resistances: +0%(-6%) blight / +0%(-1%) physical Changes resistances penetration: +13%(+3%) physical Disarm immunity: +0% (-20%) Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Aryda the Fogpanic (12 def, 3 armour, 206.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Armour Penetration: +0 (-7) Crit. chance: +0.0% (-6.0%) Attack speed: inf% (inf%) On weapon hit: - 25% chance to put talents on cooldown When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-1 eff.)) Armour penetration: +0 (-6) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +15% lightning / +23% fire / +9% darkness Changes resistances penetration: +20% darkness / +0%(-8%) physical Changes damage: +6% lightning Talent granted: +5 Block Handheld deflection devices. |
![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item light blind Changes stats: +0(-1) Dex / +3 Wil / +0(-2) Cun / +0(-1) Con Changes resistances: +20% blight / +20% cold / +20% nature Changes resistances penetration: +0%(-5%) light Life regen: +0.00 (-1.00) Healing mod.: +30% (+19%) A belt rumoured to have been worn by the Conclave healers. |
![]() Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Damage (Melee): 0(-30) item light blind Changes stats: +0(-1) Dex / +0(-2) Cun / +0(-1) Con Changes resistances penetration: +0%(-5%) light Maximum encumbrance: +70 Knockback immunity: +40% Life regen: +0.00 (-1.00) Maximum life: +40.00 Healing mod.: +0% (-11%) 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. |
![]() This item will automatically be transmogrified when you leave the level. pair of hardened leather boots of uncanny dodging (4 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-6) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% (+6%) Changes stats: +0(-2) Dex / +0(-6) Mag Changes resistances penetration: +0%(-15%) mind Reduces incoming crit damage: 0.00% (-10.00%) Infravision radius: +0 (-2) A pair of boots made of leather. |
![]() rough leather cap of the depths (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Physical power: +0 (+0 eff.) (-6 (-2 eff.)) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-2) Wil / +0(-2) Cun / +0(-2) Con Changes resistances: +6% cold Changes resistances penetration: +0%(-10%) fire Allows you to breathe in: water Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) A cap made of leather. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() woodsman's iron pickaxe (dig speed 39 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 2.4 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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), costing 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 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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, costing 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. |
![]() steel torque of charged psionic shield [power 45] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() This item will automatically be transmogrified when you leave the level. elm totem of healing [power 77] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal a target within range 6 (based on Willpower) for 77, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. psionic steel torque of psychoportation [power 28] (30 cooldown) (Tool)] The CogThe Cog Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Bob CXXIX the Krog Rogue level 17
5th Decay 122nd year of Ascendancy at 14:54 see stats
By Bob CXXIX the Krog Rogue level 17
9th Decay 122nd year of Ascendancy at 03:03 see stats
By Bob CXXIX the Krog Rogue level 10
15th Dusk 122nd year of Ascendancy at 19:46 see stats
By Bob CXXIX the Krog Rogue level 13
41st Dusk 122nd year of Ascendancy at 02:07 see stats
By Bob CXXIX the Krog Rogue level 7
10th Flare 122nd year of Ascendancy at 11:24 see stats
By Bob CXXIX the Krog Rogue level 15
49th Haze 122nd year of Ascendancy at 21:19 see stats
By Bob CXXIX the Krog Rogue level 17
10th Decay 122nd year of Ascendancy at 09:44 see stats
Log
Telugoroth misses Bob CXXIX.
Telugoroth misses Bob CXXIX.
Ce'Nura the greater telugoroth casts Turn Back the Clock.
Bob CXXIX is invigorated by the attack!
Bob CXXIX is invigorated by the attack!
Bob CXXIX hits Telugoroth for 55 physical damage.
Telugoroth hits Bob CXXIX for 16 temporal, 16 temporal (31 total damage).
Bob CXXIX killed Telugoroth!
Ce'Nura the greater telugoroth casts Searing Light.
Ce'Nura the greater telugoroth's spell attains critical power!
Bob CXXIX reacts to damage from Ce'Nura the greater telugoroth, mitigating the blow!.
Bob CXXIX is invigorated by the attack!
Ce'Nura the greater telugoroth hits Bob CXXIX for (29 reacted , -3 stam), 176 light (176 total damage).
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Bob CXXIX is invigorated by the attack!
Ce'Nura the greater telugoroth's light area effect hits Bob CXXIX for 47 light damage.
Bob CXXIX uses Infusion: Regeneration.
Bob CXXIX starts regenerating health quickly.
Bob CXXIX has returned to its natural state.
Bob CXXIX shrugs off the effect 'Regression'!
Bob CXXIX is invigorated by the attack!
Ce'Nura the greater telugoroth's Turn Back the Clock hits Bob CXXIX for 71 temporal damage.
Ce'Nura the greater telugoroth casts Moonlight Ray.
Bob CXXIX reacts to damage from Ce'Nura the greater telugoroth, mitigating the blow!.
Bob CXXIX is invigorated by the attack!
Ce'Nura the greater telugoroth hits Bob CXXIX for (24 reacted , -3 stam), 138 darkness (138 total damage).
Saving game...