











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.6.7Official 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:
Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 20 / 82% |
Size | medium |
Lifes / Deaths | Killed by corrupted broken golem at level 13 on the 33rd Dusk 122nd year of Ascendancy at 20:20 0 / 6Killed by zombie bunny at level 15 on the 73rd Dusk 122nd year of Ascendancy at 17:20 Killed by ultimate gwelgoroth at level 15 on the 79th Dusk 122nd year of Ascendancy at 05:29 Killed by snow giant thunderer at level 17 on the 76th Haze 122nd year of Ascendancy at 00:31 Killed by Urkis, the High Tempest at level 20 on the 3rd Dusk 123rd year of Ascendancy at 10:29 Killed by Arayavena the lesser vampire at level 20 on the 12nd Dusk 123rd year of Ascendancy at 11:11 |
Primary Stats
Strength | 20 (base 16) |
Dexterity | 58 (base 31) |
Constitution | 40 (base 25) |
Magic | 15 (base 10) |
Willpower | 37 (base 17) |
Cunning | 38 (base 30) |
Resources
Life | -190/547 |
Stamina | 133/264 |
Equilibrium | 0 |
Healing Factor | 1.8342857142857 |
Regeneration | 54.875168914876 |
Speed
Mental | -4.9960036108132E-12% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +98.765432098765% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 45.415410021227 |
See Invisible | 38.415410021227 |
Offense: Mainhand
Damage | 52 |
Accuracy | 45 |
Crit Chance | 35% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 39 |
Accuracy | 45 |
Crit Chance | 33% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Nature | +8% |
Physical | +8% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Physical | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 21 (57.811550151976%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 22 |
Mental Save | 35 |
Defense: Resistances
Cold | + 54%( 70%) |
Acid | + 15%( 70%) |
Light | + 17%( 70%) |
Nature | + 44%( 70%) |
Blight | + 35%( 70%) |
Physical | + 8%( 70%) |
Fire | + 27%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Bleed Resistance | 10% |
Confusion Resistance | 20% |
Poison Resistance | 10% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 320 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 36 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
Effects
talent | Apply Poison |
talent | Numbing Poison |
talent | Insidious Poison |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 2% and slowing it by -1% Overwhelming Fear |
detrimental effect | The target is hexed, granting it 29% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | The target is hexed. Each time it uses an ability it takes 36.34 fire damage, and talent cooldowns are increased by 38% plus 1 turn. Burning Hex |
beneficial effect | Reduces all incoming all damage by 25. All Psionic Shield |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
detrimental effect | The target is haunted by a feeling of dread, causing each detrimental mental effect to inflict 7 mind and darkness damage every turn. Haunted |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 15.5 and stamina regeneration by 5.9. Soothing Darkness |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target gains 1 extra parry opportunity each turn, and its chance to fail each parry is reduced by 20%. Feint |
beneficial effect | Parrying melee and ranged attacks: Has a 49% chance to deflect up to 16 damage from the next 2.4 attack(s). Parried attacks cannot crit. Parrying |
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. | active |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by green worm mass. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved talent Spit Poison (+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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Agrimley the hermit in creating an elixir of serendipity. 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 vial of wight ectoplasm. * You've found the needed green worm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. * You've found the needed skeleton mage skull. | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Changes stats: +1 Cun / +2 Con Changes resistances: +1% physical Physical save: +10 (+3 eff.) Mental save: +11 (+5 eff.) Poison immunity: +10% Cut immunity: +10% Confusion immunity: +20% A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +8 Damage when hit (Melee): 2 physical Mental save: +7 (+3 eff.) Only die when reaching: -80.00 life Maximum stamina: +30.00 Light radius: +4 See stealth: +12 See invisible: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +12 (+4 eff.) A cap made of leather. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +1 Dex / +4 Wil / +4 Con Changes resistances penetration: +5% physical Critical mult.: +15.00% Physical save: +22 (+7 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +28% Light radius: +1 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.40 cold and 13.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 53 power out of 60/60. This azure ring seems to be always moist to the touch. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 31 power out of 29/35) : Effective talent level: 2.0 Power cost: 31 out of 29/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 201 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% 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: Changes stats: +20 Dex 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. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +6 (+2 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +11% light / +11% fire Stealth bonus: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 4 arcane Changes resistances: +8% acid / +5% cold Changes resistances penetration: +15% blight Allows you to breathe in: water Life regen: +9.20 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +66.00 Healing mod.: +27% A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +3 Mag Changes resistances: +26% fire Changes damage: +13% fire Spell save: +9 (+5 eff.) Mental save: +3 (+1 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% light Changes damage: +12% light Mental save: +6 (+3 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Stun/Freeze immunity: +24% Life regen: +2.00 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 185% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 27% chance to reduce all saves and defense by 22 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +21 mind When wielded/worn: Physical crit. chance: +16.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Cun / +6 Wil Changes resistances: +3% acid / +3% fire / +3% nature / +9% light Massive two-handed battleaxes. |
![]() Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +1 Mag Changes resistances: +3% cold / +5% arcane / +9% darkness Changes damage: +25% fire Talent granted: +1 Command Staff Spellpower: +12 (+8 eff.) Spell crit. chance: +4% Light radius: +5 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 45.79 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +6% lightning / +13% temporal / +5% arcane / +3% light Teleport immunity: +20% A belt that goes around your waist. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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. [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 65% of the healing done. This effect scales with your Magic stat. Activation costs 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 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 176 power out of 246/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By Unknow Hero the Cornac Rogue level 18
77th Haze 122nd year of Ascendancy at 20:40 see stats
By Unknow Hero the Cornac Rogue level 17
70th Haze 122nd year of Ascendancy at 00:45 see stats
By Unknow Hero the Cornac Rogue level 18
76th Haze 122nd year of Ascendancy at 13:54 see stats
By Unknow Hero the Cornac Rogue level 18
1st Regrowth 123rd year of Ascendancy at 14:26 see stats
By Unknow Hero the Cornac Rogue level 10
2nd Dusk 122nd year of Ascendancy at 19:06 see stats
By Unknow Hero the Cornac Rogue level 20
70th Pyre 123rd year of Ascendancy at 18:25 see stats
By Unknow Hero the Cornac Rogue level 13
34th Dusk 122nd year of Ascendancy at 23:34 see stats
By Unknow Hero the Cornac Rogue level 20
1st Dusk 123rd year of Ascendancy at 06:36 see stats
By Unknow Hero the Cornac Rogue level 19
4th Regrowth 123rd year of Ascendancy at 08:27 see stats
Log
Mayoth the bone giant casts Wraithform.
Mayoth the bone giant turns into a wraith.
Mayoth the bone giant casts Abduction.
Mayoth the bone giant misses Unknow Hero.
Unknow Hero is not stunned anymore.
Bethatta the lesser vampire resists the baneful energy!
Mayoth the bone giant resists the baneful energy!
Something leeches life from Unknow Hero!
Haunted from Salydhenn the vampire hits Unknow Hero for (12 flat reduction), 0 mind, (12 flat reduction), 0 darkness (0 total damage).
Something receives 10 healing from Unknow Hero.
Arayavena the lesser vampire's light area effect hits Unknow Hero for (25 flat reduction), 20 light (20 total damage).
Something hits Unknow Hero for (25 flat reduction), 66 light (66 total damage).
Something hits Unknow Hero for (25 flat reduction), 233 darkness (233 total damage).
Unknow Hero uses Feint.
Mayoth the bone giant is pinned to the ground.
Mayoth the bone giant hits Unknow Hero for (23 flat reduction), 0 fire (0 total damage).
Bethatta the lesser vampire uses Steady Shot.
Mayoth the bone giant uses Stun.
Mayoth the bone giant misses Unknow Hero.
Bethatta the lesser vampire resists the baneful energy!
Something hits Unknow Hero for (25 flat reduction), 215 darkness (215 total damage).
Unknow Hero the level 20 cornac rogue was shadowed to death by Arayavena the lesser vampire on level 2 of Last Hope Graveyard.
Unknow Hero's shakes the fear off.
Unknow Hero deactivates Insidious Poison.
Unknow Hero is no longer haunted
Unknow Hero deactivates Apply Poison.
Unknow Hero is free from the hex.
Unknow Hero deactivates Numbing Poison.
Unknow Hero is free from the hex.