











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! 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:
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 | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Rogue |
Level / Exp | 20 / 17% |
Size | big |
Lifes / Deaths | Killed by Arygathra the venom drake hatchling at level 20 on the 39th Dusk 122nd year of Ascendancy at 04:16 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 41 (base 33) |
Constitution | 22 (base 10) |
Magic | 8 (base 10) |
Willpower | 37 (base 26) |
Cunning | 36 (base 31) |
Resources
Life | -70/620 |
Stamina | 115/210 |
Equilibrium | 30 |
Healing Factor | 1.4537499999999 |
Regeneration | 24.989986163005 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -42.105263157895% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 42.617305437452 |
See Invisible | 42.617305437452 |
Offense: Mainhand
Damage | 49 |
Accuracy | 62 |
Crit Chance | 20% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 62 |
Crit Chance | 17% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 4 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +21% |
Light | +16% |
Nature | +13% |
Cold | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +22% |
Lightning | +20% |
Defense: Base
Armour (hardiness) | -3 (38.536585365854%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 15 |
Mental Save | 25 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | -3%( 70%) |
Physical | + 1%( 70%) |
Cold | -2%( 70%) |
All | -13%( 70%) |
Darkness | -6%( 70%) |
Light | + 21%( 70%) |
Lightning | -10%( 70%) |
Fire | + 46%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Disarm Resistance | 14% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 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 509 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 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: MovementUse 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 increase movement speed by 530% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 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 322 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 2/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Numbing Poison |
talent | Leeching Poison |
talent | Antimagic Shield |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+14). Continuum Destabilization |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 14.9 and stamina regeneration by 5.9. Soothing Darkness |
detrimental effect | Movement speed is reduced by 42%. Slow movement |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 60 - 84 Accuracy: 78 (knife) APR: 18 Crit Chance: +25% Crit mult: 227% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | You gain 40% resistance against acid, fire and nature. Resolve |
detrimental effect | The target is poisoned, taking 72.47 nature damage per turn. Deadly Poison |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is confused, acting randomly (chance 43%) and unable to perform complex actions. Confused |
beneficial effect | Increases defense by 12. Mobile Defense |
detrimental effect | The target has been splashed with acid, taking 13.40 acid damage per turn, reducing armour by 9 and attack by 9. Acid Splash |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | Parrying melee and ranged attacks: Has a 11% chance to deflect up to 12 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 Shade. | 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 |
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 |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +1 Str Life regen: +2.00 Psi when hit: +0.12 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(93 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +6% fire / +7% cold Changes damage: +3% cold Allows you to breathe in: water Silence immunity: +10% Only die when reaching: -60.00 life Maximum life: +60.00 Healing mod.: +15% A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex / +1 Wil Changes resistances: +3% cold Critical mult.: +20.00% Mental save: +6 (+3 eff.) Maximum hate: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 710 Base Damage: 325 Armor: 10 All Resist: 12 Activation puts all charms on cooldown for 34 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Cun / +5 Dex Changes resistances: +6% fire Stamina each turn: +1.00 Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +7 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | ![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes resistances: +5% acid / +9% blight Changes resistances penetration: +15% physical Changes damage: +6% light Critical mult.: +15.00% Maximum stamina: +20.00 Light radius: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +14% Sharp, short and deadly. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances: +3% lightning / +6% darkness Changes resistances penetration: +20% lightning Changes damage: +18% lightning Maximum life: +72.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes stats: +3 Wil Changes resistances: +19% nature / +7% all Changes damage: +3% lightning / +13% nature / +3% mind Psi when hit: +0.04 Mindpower: +25 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +9% acid / +11% temporal Changes damage: +15% blight Cut immunity: +100% Pinning immunity: +20% Knockback immunity: +20% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 287 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() insulating steel amulet of mastery (0.15 Cunning / Survival) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% fire / +14% cold Talent mastery: +0.15 Cunning / Survival Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +21 Rings can have magical properties. |
![]() Dazzlewrack the steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 fire When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +10 Changes stats: +2 Dex / +6 Con Changes resistances penetration: +10% all Light radius: +3 Massive two-handed battleaxes. |
![]() Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 54% Sharp, short and deadly. |
![]() steel mace (15-21 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
![]() elm magestaff of fate (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Physical save: +6 (+6 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Spellpower: +3 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +1 Str / +3 Dex Changes resistances: +6% fire / +5% cold Stamina each turn: +3.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 2 lightning Changes resistances: +6% temporal Changes damage: +6% lightning Stealth bonus: +5 Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +10 (+4 eff.) Defense: +6 (+2 eff.) Changes resistances: +6% nature Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 light Changes resistances: +6% acid / +6% fire / +20% lightning / +6% cold Mental save: +9 (+5 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning / +7% all Changes damage: +11% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +18% acid / +21% cold / +5% arcane / +9% all Changes resistances penetration: +20% nature Changes damage: +6% fire / +14% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 2 mind Changes stats: +2 Str / +1 Wil / +2 Con Changes damage: +9% mind / +9% physical It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes resistances: +9% lightning / +6% darkness Confusion immunity: +10% Maximum life: +40.00 Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Changes resistances: +12% lightning / +1% physical Changes damage: +6% physical Physical save: +21 (+14 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+6 eff.) Armour: +4 Effects on melee hit: * 14% chance to reduce all saves and defense by 27 Damage (Melee): 24 mind / 12 darkness Changes resistances: +2% physical Mental save: -12 (-6 eff.) Blindness immunity: +20% Mindpower: +3 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 fire Changes stats: +1 Con Changes resistances penetration: +15% physical Changes damage: +6% physical Physical save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +1 Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce armor by 9% * 20% chance to slow global speed by 54% Damage (Melee): 7 acid Changes resistances: +15% acid Changes damage: +3% acid Only die when reaching: -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +9 (+3 eff.) Armour: +6 Changes stats: +4 Str Changes resistances: +1% physical Critical mult.: +15.00% Physical save: +9 (+8 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 54% Damage when hit (Melee): 2 light Changes stats: +1 Dex Changes resistances: +16% fire Changes resistances penetration: +10% nature Changes damage: +11% fire Reduces incoming crit damage: 15.00% A pointy cloth hat, very wizardly... |
![]() Hettikalthovon the Chillzephyr (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 54% Changes resistances: +12% mind Changes resistances penetration: +25% cold Mental save: +12 (+6 eff.) Confusion immunity: +23% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Defense: +11 (+4 eff.) Changes resistances: +6% lightning / +5% temporal Changes damage: +9% physical Stamina each turn: +2.00 Maximum stamina: +20.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +7 Str / +3 Con Changes damage: +9% light Critical mult.: +10.00% Maximum stamina: +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% blight Spell save: +6 (+5 eff.) Maximum life: +25.00 A suit of armour made of leather. |
![]() cured leather armour 'Dawncrypt' (16 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +16 (+5 eff.) Fatigue: +7% Changes resistances: +3% light / +2% physical Confusion immunity: +10% Pinning immunity: +20% Life regen: +7.10 Stamina each turn: +1.30 A suit of armour made of leather. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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: 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 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +6 Str / +5 Dex Changes resistances penetration: +10% nature Changes damage: +9% fire Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9% lightning / +9% cold / +6% light Light radius: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By KroR the Krog Rogue level 10
6th Mirth 122nd year of Ascendancy at 06:36 see stats
By KroR the Krog Rogue level 20
29th Dusk 122nd year of Ascendancy at 22:10 see stats
By KroR the Krog Rogue level 10
10th Mirth 122nd year of Ascendancy at 07:35 see stats
By KroR the Krog Rogue level 17
21st Dusk 122nd year of Ascendancy at 08:07 see stats
Log
KroR receives 163 healing from Venomous Strike.
Arygathra the venom drake hatchling uses Feint.
KroR is pinned to the ground.
Arygathra the venom drake hatchling shoots!
Acid Splash from Arygathra the venom drake hatchling hits KroR for (6 antimagic), 0 acid (0 total damage).
Deadly Poison from Arygathra the venom drake hatchling hits KroR for (22 antimagic), 0 nature (0 total damage).
KroR receives 7 healing from Deadly Poison from KroR.
Deadly Poison from KroR hits Arygathra the venom drake hatchling for 11 nature damage.
Arygathra the venom drake hatchling's Shoot hits KroR for (12 parried), 79 physical, (4 antimagic), 0 light (79 total damage).
KroR is confused and fails to use Infusion: Regeneration.
Fire drake hatchling misses KroR.
Emythra the snow giant casts Mind Disruption.
KroR shrugs off the effect 'Confused'!
Arygathra the venom drake hatchling shoots!
Arygathra the venom drake hatchling's Shoot performs a ranged critical strike against KroR!
KroR reacts to an attack from Arygathra the venom drake hatchling's Shoot, mitigating the blow!.
Arygathra the venom drake hatchling's Shoot hits KroR for (38 reacted , -5 stam), 94 physical (94 total damage).
KroR the level 20 krog rogue was torn limb from limb to death by Arygathra the venom drake hatchling on level 1 of Daikara.
KroR deactivates Quickdraw.
KroR deactivates Leeching Poison.
KroR deactivates Numbing Poison.
KroR is no longer poisoned.
KroR deactivates Trained Reactions.
KroR seems more focused.
KroR is no longer attuned.
KroR is no longer pinned.
KroR deactivates Antimagic Shield.
KroR is free from the acid.
KroR deactivates Apply Poison.