











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 26 / 83% |
Size | huge |
Lifes / Deaths | Killed by Vorubeth the thief at level 19 on the 43rd Dusk 122nd year of Ascendancy at 02:10 / 2Killed by elven cultist at level 26 on the 76th Dusk 122nd year of Ascendancy at 13:55 |
Antimagic | Follower |
Primary Stats
Strength | 84.817091048378 (base 56) |
Dexterity | 19.634182096757 (base 10) |
Constitution | 38.634182096757 (base 10) |
Magic | 12.817091048378 (base 10) |
Willpower | 90.634182096757 (base 42) |
Cunning | 42.634182096757 (base 22) |
Resources
Life | -105/944 |
Hate | 106/106 |
Equilibrium | 32 |
Healing Factor | 0.72405187153038 |
Regeneration | 10.534954730767 |
Speed
Mental | +42.676282398498% |
Attack | +42.676282398498% |
Movement | +279.67674316034% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Invisible | 13.634182096757 |
Offense: Mainhand
Damage | 117 |
Accuracy | 46 |
Crit Chance | 14% |
APR | 18 |
Speed | 0.70 |
Offense: Offhand
Damage | 58 |
Accuracy | 46 |
Crit Chance | 13% |
APR | 17 |
Speed | 0.70 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 20% |
Speed | 0.70088733963994 |
Offense: Damage Bonus
Nature | +54% |
Physical | +109% |
Mind | +44% |
All | +26% |
Offense: Damage Penetration
Physical | +34% |
Acid | +10% |
Lightning | +15% |
Nature | +37% |
Defense: Base
Armour (hardiness) | 29 (53.292302510663%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 38 |
Mental Save | 58 |
Defense: Resistances
Acid | + 8%( 70%) |
Physical | + 35%( 74%) |
Cold | + 55%( 70%) |
All | + 8%( 70%) |
Darkness | + 66%( 81%) |
Light | + 19%( 70%) |
Mind | + 3%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 8%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Disarm Resistance | 18% |
Confusion Resistance | 42% |
Fear Resistance | 18% |
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Savage Hunter |
talent | Stalk |
talent | Gloom |
talent | Surge |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.8)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +8% critical damage, +10% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey- Yvuta the elven tempest - Zubisetta the ogre mauler - Xanyta the elven mage - Ximira the elven elite warrior - Beluleba the elven elite warrior 20% Received damage reduction against: - Ogre - Shalore |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | The target has appeared out of nowhere! It's defense is boosted by 26. Blindside Bonus |
beneficial effect | Increases defense by 12. Mobile Defense |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.8): 5%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 37 mind and 32 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 5%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 54 Mind damage, and deal 47 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | You gain 39% resistance against lightning, cold and darkness. Resolve |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.8)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 2) when you fall below 45% health Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Affected by toxic chemicals. Has 40% talent failure, 84% reduced healing, and takes 227.81 additional acid damage from melee and ranged attacks. Miasma |
beneficial effect | The target is rampaging! (+234% movement speed, +42% attack speed, +42% mind speed, +40% physical damage, +20 physical save, +20 mental save, 48/48 damage shrugged off this turn) Rampaging |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 26%. Strength and Willpower are increased by 6. Poisons and diseases have a 14% chance of being neutralized each turn. Cursed Form |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +11% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 24% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 24% for 3 turns. |
beneficial effect | Stalking Polurita the elven tempest. Bonus level 1: +17 accuracy, +9% melee damage, +0.50 hate/turn prey was hit. Stalking 119/1432 +1 |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+33% chance to avoid traps). Power 2+: -1 Luck, +4 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+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 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 |
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 unlocked the hall of reflections. * 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: 90. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' 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 length of troll intestine. * You've found the needed warg claw. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 11% Changes stats: +5 Str / +5 Con Changes damage: +12% mind / +7% physical Critical mult.: +10.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Size category: +1 Curse of Nightmares A pair of boots made of leather. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 65% Changes stats: +4 Wil Changes resistances: +6% lightning / +6% cold Changes damage: +6% mind Spell save: +12 (+4 eff.) Light radius: +3 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. |
On head | ![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +3 Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Dex Changes resistances: +6% cold Changes resistances penetration: +25% physical Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+4 eff.) Maximum life: +80.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Shrouds It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 87/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +6% light Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +4.00 Mindpower: +15 (+4 eff.) It can be used to setup a psionic shield, reducing all damage taken by 85 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
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% Curse of Corpses This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Con Changes damage: +27% physical Mental save: +23 (+6 eff.) Confusion immunity: +32% Curse of Madness Rings make your fingers look great! |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Nightmares A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +11 acid / +24 nature When wielded/worn: Armour penetration: +5 Changes resistances penetration: +10% acid / +17% nature Curse of Nightmares Sharp, long, and deadly. |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +2 Wil Changes resistances: +9% lightning / +3% physical Changes resistances penetration: +15% lightning Mental save: +7 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +52.00 Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 30% Damage (Melee): +4 nature Damage (radius 1) on hit: +20 darkness / +20 nature When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +3 Con Changes resistances: +6% light Changes resistances penetration: +9% physical Disarm immunity: +18% Curse of Misfortune Sharp, long, and deadly. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +10 Wil / +3 Cun Changes resistances: +15% lightning Maximum hate: +6.00 Mindpower: +10 (+3 eff.) Infravision radius: +3 Curse of Shrouds 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 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +11.30 Stamina each turn: +1.00 Maximum life: +44.00 Healing mod.: +15% Curse of Shrouds A suit of armour made of leather. |
Inventory
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +6 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Wil / +7 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +3 (+1 eff.) Mental save: +8 (+3 eff.) Curse of Madness Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +8 Str / +8 Con Life regen: +13.00 Maximum life: +61.00 Healing mod.: +11% Curse of Madness Rings make your fingers look great! |
![]() Tuludunadunahor the stralite dagger (Madness) (29-38 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 11% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +20 acid / +20 mind When wielded/worn: Changes stats: +5 Cun / +6 Dex Infravision radius: +3 Curse of Madness Sharp, short and deadly. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +62 fire When wielded/worn: Accuracy: +18 (+6 eff.) Armour penetration: +14 Changes resistances penetration: +18% all / +20% fire Global speed: +4% Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Madness It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Instill Fear (costing 20 power out of 30/30) : Effective talent level: 4.5 Power cost: 20 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 20.22 mind and 17.70 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 30% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 30. Terrified: Deals 5.06 mind and 4.43 darkness damage per turn and increases cooldowns by 47%. Haunted: Causes the target to suffer 7.94 mind and 6.95 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str / +2 Wil Changes resistances penetration: +15% fire Equilibrium when hit: +0.08 Mindpower: +15 (+4 eff.) Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Doof the Krog Cursed level 25
72nd Dusk 122nd year of Ascendancy at 07:31 see stats
By Doof the Krog Cursed level 22
47th Dusk 122nd year of Ascendancy at 09:12 see stats
By Doof the Krog Cursed level 22
47th Dusk 122nd year of Ascendancy at 14:48 see stats
By Doof the Krog Cursed level 22
47th Dusk 122nd year of Ascendancy at 05:12 see stats
By Doof the Krog Cursed level 23
49th Dusk 122nd year of Ascendancy at 09:45 see stats
By Doof the Krog Cursed level 10
9th Mirth 122nd year of Ascendancy at 13:48 see stats
By Doof the Krog Cursed level 20
45th Dusk 122nd year of Ascendancy at 03:26 see stats
By Doof the Krog Cursed level 26
75th Dusk 122nd year of Ascendancy at 13:23 see stats
By Doof the Krog Cursed level 26
76th Dusk 122nd year of Ascendancy at 03:25 see stats
By Doof the Krog Cursed level 9
4th Mirth 122nd year of Ascendancy at 12:38 see stats
By Doof the Krog Cursed level 25
72nd Dusk 122nd year of Ascendancy at 07:31 see stats
By Doof the Krog Cursed level 22
47th Dusk 122nd year of Ascendancy at 06:31 see stats
By Doof the Krog Cursed level 15
7th Dusk 122nd year of Ascendancy at 06:36 see stats
By Doof the Krog Cursed level 19
43rd Dusk 122nd year of Ascendancy at 02:11 see stats
Log
Yvuta the elven tempest's mind surges with critical power!
Doof redirects the effect 'Miasma'!
Polurita the elven tempest shrugs off Polurita the elven tempest's 'Miasma'!
Thunderstorm hits Doof for (3 antimagic), 0 lightning (0 total damage).
Mindrot hits Doof for 28 mind, (20 antimagic), 0 darkness (29 total damage).
Thunderstorm hits Doof for (11 antimagic), 0 lightning (0 total damage).
Bleeding from Doof hits Polurita the elven tempest for 52 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Doof uses Infusion: Healing.
You feel your rampage slowing down. (-1 duration)
Doof receives 156 healing from Infusion: Healing.
Doof fails to use Harass Prey.
Yvuta the elven tempest casts Sun Ray.
Yvuta the elven tempest's spell attains critical power!
Polurita the elven tempest shrugs off the effect 'Blinded'!
Doof harrows Polurita the elven tempest!
Doof loses sight!
Yvuta the elven tempest hits Doof for (55 antimagic), 190 light (191 total damage).
Curse of Nightmares hits Polurita the elven tempest for 35 mind, 30 darkness (66 total damage).
Something hits Something for 15 blight damage.
Something hits Something for 0 blight damage.
Something hits Something for 17 blight damage.
Doof receives 31 healing from Something.
Something hits Something for 28 darkness damage.
Doof has shrugged off 48 damage and is ready for more.
Talent Slash is ready to use.
Talent Cursed Sentry is ready to use.
Talent Beckon is ready to use.