










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 | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 23 / 53% |
Size | big |
Lifes / Deaths | Killed by The Amalgamation at level 15 on the 80th Regrowth 123rd year of Ascendancy at 20:00 0 / 6Killed by great wolf at level 19 on the 74th Pyre 123rd year of Ascendancy at 15:00 Killed by Nerema the ghoul at level 21 on the 51st Dusk 123rd year of Ascendancy at 16:08 Killed by skeleton magus at level 21 on the 22nd Haze 123rd year of Ascendancy at 01:31 Killed by dread at level 23 on the 26th Haze 123rd year of Ascendancy at 22:20 Killed by Borfast the Broken at level 23 on the 27th Haze 123rd year of Ascendancy at 11:06 |
Primary Stats
Strength | 29 (base 18) |
Dexterity | 44 (base 34) |
Constitution | 18 (base 13) |
Magic | 55 (base 53) |
Willpower | 21 (base 10) |
Cunning | 26 (base 13) |
Resources
Life | -6/784 |
Insanity | 83/100 |
Healing Factor | 1.5538297872341 |
Regeneration | 107.78917234043 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +21.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 26.963832591226 |
See Invisible | 38.963832591226 |
Offense: Mainhand
Damage | 50 |
Accuracy | 49 |
Crit Chance | 21% |
APR | 23 |
Speed | 1.32 |
Offense: Spell
Spellpower | 37 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Light | +24% |
Nature | +24% |
Blight | +40% |
Darkness | +36% |
Mind | +22% |
All | +12% |
Offense: Damage Penetration
Acid | +5% |
Light | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 36 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 2 |
Physical Save | 21 |
Spell Save | 40 |
Mental Save | 32 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 28%( 70%) |
Cold | + 39%( 70%) |
All | + 10%( 70%) |
Darkness | + 18%( 70%) |
Light | + 48%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 16%( 70%) |
Fire | + 16%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 20% |
Confusion Resistance | 21% |
Pinning Resistance | 0% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
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 mental effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
talent | Chant of Fortitude |
detrimental effect | The target is on fire, taking 47.12 fire damage per turn. Burning |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | 4 stacks, +12% to all damage dealt. Chaos Orbs |
detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 26.85 blight damage per turn. Rotting Disease |
beneficial effect | A flow of life spins around the target, regenerating 64.02 life per turn. Regeneration |
beneficial effect | The target is recovering 24 life each turn. Recovery |
beneficial effect | 3 pustules increasing resistance by 6%. Putrescent Pustule |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by cold drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Device Mastery (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 88. | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of faeros ash. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * You've found the needed electric eel tail. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. * You've found the needed wretchling eyeball. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 dwarven-steel boots 'Meneg' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 (-) Physical crit. chance: +4.0% (-) Physical power: +5 (+2 eff.) (-) Armour: +4 (-) Fatigue: +3% (-) Changes stats: +4(-) Cun Spell crit. chance: +2% (-) See invisible: +12 (-) Damage Shield penetration: +50% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Relguthad Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-10) item temporal energize Damage when hit (Melee): 17(-) fire Changes stats: +5(-) Wil Changes resistances: +18%(-) acid / +7%(-) fire / +8%(-) light / +6%(-) temporal Changes resistances penetration: +5%(-) acid Changes damage: +10%(-) blight / +10%(-) mind / +6%(-) darkness Damage affinity(heal): +5%(-) darkness Light radius: +4 (-) Infravision radius: +3 (-) It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 151.88 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. It was corrupted by the digestive sack. |
On head | ![]() Dazzlebane (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 (-) Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 4(-) light Changes stats: +4(-) Dex / +2(-) Wil / +7(-) Cun Changes resistances: +9%(-) light Changes resistances penetration: +10%(-) light Stamina when hit: +1.50 (-) Equilibrium when hit: +0.90 (-) Mindpower: +4 (+1 eff.) (-) Light radius: +3 (-) A cap made of leather. |
Tool | ![]() Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
On fingers | ![]() titan's copper ring of clarity Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Con Physical save: +6 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Confusion immunity: +21% (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() Earthnoon Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +0(-3) Con Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +12% nature Physical save: +0 (+0 eff.) (-6 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-21%) Stun/Freeze immunity: +22% Life regen: +1.90 Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() Colaryem (159% power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (-) Crit. chance: +11.0% (-) Attack speed: 76% (-) When wielded/worn: Fatigue: -12% (-) Changes stats: +7(-) Dex Changes resistances: +7%(-) lightning Changes damage: +7%(-) lightning Maximum encumbrance: +50 (-) Movement speed: +10% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
On hands | ![]() Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Disarm immunity: +40% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() Betadatira (5 def, 17 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +2 (-) Armour: +17 (-) Defense: +5 (+3 eff.) (-) Fatigue: +8% (-) Changes stats: +3(-) Str / +1(-) Con Changes resistances: +31%(-) acid / +12%(-) cold Allows you to breathe in: water Life regen: +3.20 (-) Stamina each turn: +0.40 (-) Maximum life: +71.00 (-) Healing mod.: +19% (-) A suit of armour made of leather. |
Cloak | ![]() Glorywen (1 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Wil Spell save: +15 (+7 eff.) (-) Mental save: +7 (+3 eff.) (-) Disease immunity: +10% (-) Stun/Freeze immunity: +25% (-) Teleport immunity: +20% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Mirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Damage when hit (Melee): 0(-30) item light blind Changes resistances: +25%(-) light Changes damage: +12%(-) light Light radius: +1 (-) It can be used to create a reflective shield (50% reflection rate, 260 strength, based on Magic) for 5 turns, costing 22 power out of 3/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
![]() phase door rune of the sneak (range 7; power 25; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() savior's steel amulet of strength (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind Changes stats: +3 Str Changes resistances: +0%(-25%) light Changes damage: +0%(-12%) light Physical save: +11 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +11 (+6 eff.) Light radius: +0 (-1) Amulets can have magical properties. |
![]() steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind Changes resistances: +0%(-25%) light Changes damage: +0%(-12%) light Light radius: +0 (-1) Amulets can have magical properties. |
![]() Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil / +0(-3) Con Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+7 eff.) (+6 (+3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-21%) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. potent yew magestaff of illumination (127% power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% (-32%) Range: 1.2x (-0.4x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-8) Crit. chance: +3.5% (-7.5%) Attack speed: 100% (+24%) When wielded/worn: Defense: +7 (+3 eff.) Fatigue: +0% (+12%) Effects on melee hit: * 11% chance to blind Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +24% arcane / +0%(-7%) lightning Talent granted: +1 Command Staff Maximum encumbrance: +0 (-50) Spellpower: +12 (+4 eff.) Spell crit. chance: +3% Light radius: +3 Movement speed: +0% (-10%) It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 89.45 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() arcing stralite battleaxe of amnesia (153% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 153% (-6%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-9) Crit. chance: +7.5% (-3.5%) Attack speed: 100% (+24%) On weapon hit: + 25% chance for lightning to arc to a second target + 25% chance to put talents on cooldown Damage (Melee): +16 lightning When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) Massive two-handed battleaxes. |
![]() This item will automatically be transmogrified when you leave the level. steel greatmaul (131% power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% (-28%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-10) Crit. chance: +1.0% (-10.0%) Attack speed: 100% (+24%) When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) Massive two-handed mauls. |
![]() elemental dwarven-steel greatsword of massacre (157% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 158% (-2%) Range: 1.6x (+0.0x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-10) Crit. chance: +3.5% (-7.5%) Attack speed: 100% (+24%) On weapon hit: + Random elemental explosion When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes resistances penetration: +13% acid / +13% fire / +13% cold / +13% lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) Massive two-handed swords. |
![]() Hydra's Bite (168% power, 7 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Power: 168% (+9%) Range: 1.1x (-0.5x) Uses stat: 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (-5) Crit. chance: +14.0% (+3.0%) Attack speed: 125% (+49%) When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: + hit up to two adjacent enemies When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +12% acid / +12% nature / +12%(+5%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() This item will automatically be transmogrified when you leave the level. truestriking steel waraxe of crippling (102% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 102% (-57%) Range: 1.4x (-0.2x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-9) Crit. chance: +4.0% (-7.0%) Attack speed: 100% (+24%) On weapon crit: + cripple the target When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes resistances penetration: +9% physical Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) One-handed war axes. |
![]() This item will automatically be transmogrified when you leave the level. flaming dwarven-steel waraxe of amnesia (120% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% (-39%) Range: 1.4x (-0.2x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-8) Crit. chance: +4.5% (-6.5%) Attack speed: 100% (+24%) On weapon hit: + 25% chance to put talents on cooldown Burst (radius 1) on hit: +7 fire When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) One-handed war axes. |
![]() Moon (136% power, 30 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% (-23%) Range: 1.3x (-0.3x) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 (+18) Crit. chance: +10.0% (-1.0%) Attack speed: 100% (+24%) Damage (Melee): +20 darkness When wielded/worn: Fatigue: +0% (+12%) Changes stats: +0(-7) Dex Changes resistances: +0%(-7%) lightning Changes damage: +10% darkness / +0%(-7%) lightning Maximum encumbrance: +0 (-50) Light radius: -1 Movement speed: +0% (-10%) A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Shantiz the Stormblade (111% power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% (-48%) Range: 1.3x (-0.3x) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (+8) Crit. chance: +10.0% (-1.0%) Attack speed: 100% (+24%) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Fatigue: +0% (+12%) Changes stats: +20(+13) Dex Changes resistances: +0%(-7%) lightning Changes damage: +0%(-7%) lightning Maximum encumbrance: +0 (-50) Movement speed: +0% (-10%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Armour: +0 (-17) Defense: +2 (+1 eff.) (-3 (-2 eff.)) Fatigue: +0% (-8%) Changes stats: +0(-3) Str / +0(-1) Con Changes resistances: +0%(-31%) acid / +0%(-12%) cold Allows you to breathe in: water Life regen: +0.00 (-3.20) Stamina each turn: +0.00 (-0.40) Maximum life: +0.00 (-71.00) Healing mod.: +0% (-19%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Armour: +8 (-9) Defense: +3 (+2 eff.) (-2 (-1 eff.)) Fatigue: +16% (+8%) Changes stats: +0(-3) Str / +0(-1) Con Changes resistances: +0%(-31%) acid / +13% darkness / +0%(-12%) cold / +7% mind / +12% light Allows you to breathe in: water Mental save: +17 (+8 eff.) Life regen: +0.00 (-3.20) Stamina each turn: +0.00 (-0.40) Maximum life: +0.00 (-71.00) Healing mod.: +0% (-19%) A suit of armour made of mail. |
![]() This item will automatically be transmogrified when you leave the level. cleansing dwarven-steel plate armour of stability (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour penetration: +0 (-2) Armour: +11 (-6) Defense: +5 (+3 eff.) (-) Fatigue: +24% (+16%) Changes stats: +0(-3) Str / +0(-1) Con Changes resistances: +0%(-31%) acid / +5% physical / +15% blight / +0%(-12%) cold / +14% nature Allows you to breathe in: water Physical save: +13 (+7 eff.) Life regen: +0.00 (-3.20) Stamina each turn: +0.00 (-0.40) Maximum life: +0.00 (-71.00) Healing mod.: +0% (-19%) A suit of armour made of metal plates. |
![]() This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +3 (-1) Fatigue: +3% (-) Changes stats: +0(-4) Cun Spell crit. chance: +0% (-2%) See invisible: +0 (-12) Damage Shield penetration: +0% (-50%) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots 'Urechik' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 (+5) Physical crit. chance: +3.0% (-1.0%) Physical power: +5 (+2 eff.) (-) Armour: +4 (-) Fatigue: +3% (-) Changes stats: +0(-4) Cun Changes resistances: +9% lightning Blindness immunity: +15% Poison immunity: +15% Confusion immunity: +10% Maximum mana: +80.00 Spell crit. chance: +0% (-2%) See invisible: +0 (-12) Damage Shield penetration: +0% (-50%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() This item will automatically be transmogrified when you leave the level. grounding hardened leather cap (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-6) Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 0(-4) light Changes stats: +0(-4) Dex / +0(-2) Wil / +0(-7) Cun Changes resistances: +8% lightning / +10% temporal / +0%(-9%) light Changes resistances penetration: +0%(-10%) light Stamina when hit: +0.00 (-1.50) Equilibrium when hit: +0.00 (-0.90) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Light radius: +0 (-3) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-6) Armour: +4 (+1) Fatigue: +4% (+1%) Damage when hit (Melee): 0(-4) light Changes stats: +0(-4) Dex / +0(-2) Wil / +0(-7) Cun Changes resistances: +0%(-9%) light Changes resistances penetration: +0%(-10%) light Stamina when hit: +0.00 (-1.50) Equilibrium when hit: +0.00 (-0.90) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Light radius: +0 (-3) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() quartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() miner's iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 105% of the healing done. This effect scales with your Magic stat., costing 66 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 178 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. |
![]() This item will automatically be transmogrified when you leave the level. rushing yew totem of thorny skin [power 43] (6/18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws Trap disarming bonus: +0 (-5) It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Lightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Damage when hit (Melee): 18 light Changes stats: +0(-5) Lck Changes resistances: +12% darkness / +12% light Changes damage: +10% light Trap disarming bonus: +0 (-5) Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 82 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 31 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
By Bob CXXV the Ogre Writhing One level 18
65th Pyre 123rd year of Ascendancy at 14:35 see stats
By Bob CXXV the Ogre Writhing One level 12
1st Wintertide 123rd year of Ascendancy at 03:12 see stats
By Bob CXXV the Ogre Writhing One level 19
74th Pyre 123rd year of Ascendancy at 18:43 see stats
By Bob CXXV the Ogre Writhing One level 16
62nd Pyre 123rd year of Ascendancy at 08:26 see stats
By Bob CXXV the Ogre Writhing One level 18
65th Pyre 123rd year of Ascendancy at 14:12 see stats
By Bob CXXV the Ogre Writhing One level 10
40th Haze 122nd year of Ascendancy at 13:22 see stats
By Bob CXXV the Ogre Writhing One level 20
75th Pyre 123rd year of Ascendancy at 15:34 see stats
By Bob CXXV the Ogre Writhing One level 9
3rd Haze 122nd year of Ascendancy at 08:14 see stats
By Bob CXXV the Ogre Writhing One level 18
65th Pyre 123rd year of Ascendancy at 14:35 see stats
By Bob CXXV the Ogre Writhing One level 8
2nd Mirth 122nd year of Ascendancy at 23:41 see stats
By Bob CXXV the Ogre Writhing One level 18
65th Pyre 123rd year of Ascendancy at 14:35 see stats
By Bob CXXV the Ogre Writhing One level 20
43rd Dusk 123rd year of Ascendancy at 07:49 see stats
By Bob CXXV the Ogre Writhing One level 9
17th Haze 122nd year of Ascendancy at 02:15 see stats
By Bob CXXV the Ogre Writhing One level 20
42nd Dusk 123rd year of Ascendancy at 15:53 see stats
By Bob CXXV the Ogre Writhing One level 22
25th Haze 123rd year of Ascendancy at 12:44 see stats
By Bob CXXV the Ogre Writhing One level 14
80th Regrowth 123rd year of Ascendancy at 19:27 see stats
By Bob CXXV the Ogre Writhing One level 21
65th Dusk 123rd year of Ascendancy at 18:20 see stats
Log
Bob CXXV is afflicted by a rotting disease!
Bob CXXV hits Ghoul for 20 nature, 26 fire, 5 light (50 total damage).
Ghoul hits Bob CXXV for 20 physical damage.
Bob CXXV uses Infusion: Regeneration.
Bob CXXV starts regenerating health quickly.
Skeleton magus casts Flame.
Skeleton magus casts Manathrust.
Skeleton magus casts Manathrust.
Bob CXXV is recovering from the damage!
Vampire casts Rune: Heat Beam.
Bob CXXV is on fire!
Skeleton archer is on fire!
Skeleton warrior is on fire!
Grave wight casts Mind Disruption.
Bob CXXV resists!
Skeleton magus casts Manathrust.
Skeleton magus hits Skeleton warrior for 151 arcane damage.
Skeleton magus hits Bob CXXV for 136 arcane damage.
Skeleton magus hits Skeleton magus for 117 arcane damage.
Skeleton magus hits Bob CXXV for 135 arcane damage.
Skeleton magus hits Bob CXXV for 125 arcane damage.
Skeleton magus hits Grave wight for 138 arcane damage.
Skeleton magus hits Skeleton archer for 138 arcane damage.
Skeleton magus hits Lesser vampire for 138 arcane damage.
Skeleton magus hits Lesser vampire for 138 arcane damage.
Skeleton magus hits Skeleton warrior for 138 arcane damage.
Skeleton magus's Flame hits Bob CXXV for 95 fire damage.
Borfast the Broken uses Assault.
Saving game...