










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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/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:
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Higher |
Class | Berserker |
Level / Exp | 21 / 62% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 1 on the 74th Pyre 122nd year of Ascendancy at 13:13 / 38Killed by skeleton magus at level 1 on the 74th Pyre 122nd year of Ascendancy at 13:36 Killed by skeleton warrior at level 7 on the 78th Pyre 122nd year of Ascendancy at 15:39 Killed by Bango at level 11 on the 20th Dusk 122nd year of Ascendancy at 06:29 Killed by Betubeth the giant eel at level 11 on the 20th Dusk 122nd year of Ascendancy at 14:30 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 17:29 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 17:40 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 18:30 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 18:42 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 18:54 Killed by naga tide huntress at level 12 on the 20th Dusk 122nd year of Ascendancy at 19:24 Killed by naga tide huntress at level 12 on the 20th Dusk 122nd year of Ascendancy at 19:50 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 20:02 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 20:14 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 21:35 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 23:16 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 23:36 Killed by naga myrmidon at level 12 on the 20th Dusk 122nd year of Ascendancy at 23:49 Killed by naga myrmidon at level 12 on the 21st Dusk 122nd year of Ascendancy at 00:16 Killed by naga myrmidon at level 12 on the 21st Dusk 122nd year of Ascendancy at 00:28 Killed by naga myrmidon at level 12 on the 21st Dusk 122nd year of Ascendancy at 00:39 Killed by Weirdling Beast at level 12 on the 21st Dusk 122nd year of Ascendancy at 16:58 Killed by Weirdling Beast at level 12 on the 21st Dusk 122nd year of Ascendancy at 17:39 Killed by greater gwelgoroth at level 14 on the 31st Dusk 122nd year of Ascendancy at 18:43 Killed by Urkis, the High Tempest at level 15 on the 32nd Dusk 122nd year of Ascendancy at 03:53 Killed by Vorebretha the black jelly at level 16 on the 40th Dusk 122nd year of Ascendancy at 21:41 Killed by Grand Corruptor at level 21 on the 9th Decay 122nd year of Ascendancy at 21:59 Killed by Grand Corruptor at level 21 on the 9th Decay 122nd year of Ascendancy at 22:17 Killed by Grand Corruptor at level 21 on the 9th Decay 122nd year of Ascendancy at 22:34 Killed by Grand Corruptor at level 21 on the 9th Decay 122nd year of Ascendancy at 23:02 Killed by Grand Corruptor at level 21 on the 9th Decay 122nd year of Ascendancy at 23:30 Killed by Grand Corruptor at level 21 on the 10th Decay 122nd year of Ascendancy at 00:05 Killed by Grand Corruptor at level 21 on the 10th Decay 122nd year of Ascendancy at 00:32 Killed by Grand Corruptor at level 21 on the 10th Decay 122nd year of Ascendancy at 01:01 Killed by Grand Corruptor at level 21 on the 10th Decay 122nd year of Ascendancy at 01:43 Killed by Layille the thief at level 21 on the 10th Decay 122nd year of Ascendancy at 07:02 Killed by Layille the thief at level 21 on the 10th Decay 122nd year of Ascendancy at 07:16 Killed by Yvyth the thief at level 21 on the 10th Decay 122nd year of Ascendancy at 08:18 |
Primary Stats
Strength | 47 (base 50) |
Dexterity | 10 (base 11) |
Constitution | 37 (base 44) |
Magic | 11 (base 10) |
Willpower | 24 (base 10) |
Cunning | 15 (base 10) |
Resources
Life | -52/814 |
Stamina | 200/200 |
Healing Factor | 1.0596990059051 |
Regeneration | 144.21152212982 |
Speed
Mental | -30% |
Attack | -30% |
Movement | -50% |
Spell | -30% |
Global | +69.544364508393% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 4 |
See Stealth | 6 |
See Invisible | 13 |
Offense: Mainhand
Damage | 125 |
Accuracy | 54 |
Crit Chance | 64% |
APR | 13 |
Speed | 1.43 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1.4285714285714 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 2% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Lightning | +6% |
Light | +9% |
Physical | +18% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Temporal | +11% |
Blight | +5% |
Fire | +10% |
Darkness | +12% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 13 |
Physical Save | 30 |
Spell Save | 12 |
Mental Save | 22 |
Defense: Resistances
Blight | + 22%( 70%) |
Cold | + 26%( 70%) |
All | -20%( 70%) |
Lightning | + 42%( 70%) |
Temporal | -6%( 70%) |
Darkness | + 9%( 70%) |
Mind | -2%( 70%) |
Fire | -13%( 70%) |
Nature | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
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 |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
beneficial effect | The thrill of combat improves the target's maximum life by 15%, life regeneration by 31.71, and stamina regeneration by 6.34. Bloodbath |
detrimental effect | The target is infected by a disease, doing 16.80 blight damage per turn and reducing healing received by 55%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Reduces global action speed by 14% and all outgoing projectiles speed by 20%. Congeal Time |
beneficial effect | Increases critical hit chance by 40%. Berserker Rage |
detrimental effect | Caught in a bear trap: pinned, slowed (30%), taking 11.45 physical damage each turn Bear Trap |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 13. Illness |
beneficial effect | The target has 75 increased life regeneration. Recovery |
detrimental effect | The target is poisoned, taking 29.68 nature damage per turn. Damage dealt is reduced by 14%. Deadly Poison |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by icy orc wyrmic. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by fox. Escort: lost sun paladin (level 3 of Old Forest) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed black mamba head. * You've found the needed sandworm tooth. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 temporal Changes resistances: +14% darkness / +12% temporal Changes resistances penetration: +12% darkness / +11% temporal Changes damage: +9% light / +3% lightning Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +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 psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +6% fire / +3% mind Changes damage: +3% lightning / +6% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +6 See invisible: +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. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +4 Dex / +2 Con Changes resistances: +10% darkness Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Infravision radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | ![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Con Changes resistances penetration: +15% lightning Lowers spell cool-downs by: 10% Infravision radius: +1 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +5 Str Changes resistances: +12% lightning Life regen: +14.00 Maximum life: +55.00 Maximum stamina: +30.00 Healing mod.: +14% Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 114% 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 make your fingers look great! |
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 main hand | ![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
On hands | ![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +2 Defense: +10 (+5 eff.) Fatigue: +3% Changes resistances: +12% mind Life regen: +1.00 Stamina each turn: +1.80 Only die when reaching: -40.00 life Maximum stamina: +15.00 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. |
Main armor | ![]() Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +18% lightning / +18% cold / +15% blight Changes resistances penetration: +5% blight / +10% fire Life regen: +4.80 Maximum life: +36.00 Healing mod.: +12% A suit of armour made of leather. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Damage when hit (Melee): 4 physical Changes damage: +18% physical Physical save: +6 (+3 eff.) Stamina each turn: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +10% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
Inventory
![]() wild infusion (res 19%; physical; dur 4; cd 14) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (143% of a turn) Is: a spell Description: Inflicts 87.86 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() wizard's gold ring of arcana (+0.15/turn) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+8 eff.) Silence immunity: +24% Mana each turn: +0.15 Rings make your fingers look great! |
![]() Smolderravager the steel battleaxe (24-37 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: 24.5 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Wil Changes damage: +18% fire Critical mult.: +10.00% Disarm immunity: +42% Mindpower: +10 (+5 eff.) Mental crit. chance: +2% Massive two-handed battleaxes. |
![]() Moon (10-13 power, 0 apr) Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Dex, 20% Str Damage type: Darkness Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() dwarven-steel greatsword (35-56 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Massive two-handed swords. |
![]() vined mindstar 'Radhidokan' (6-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +8 arcane / +8 blight When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 15 Changes stats: +4 Cun Changes resistances: +12% mind / +3% blight Changes damage: +6% arcane / +6% blight Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() infernal yew vilestaff of wizardry (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes stats: +2 Wil / +1 Mag Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum mana: +13.00 Spellpower: +21 (+15 eff.) Spell crit. chance: +3% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
![]() truestriking dwarven-steel waraxe (18-25 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +7 Changes resistances penetration: +9% physical One-handed war axes. |
![]() dreamer's cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% darkness / +12% cold / +10% fire / +14% mind / +11% all Changes damage: +5% acid / +7% physical / +8% cold / +8% fire Talent cooldown: Refit Golem (-3 turns) Physical save: +13 (+7 eff.) Spell save: +12 (+10 eff.) Mental save: +24 (+12 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crown of Command (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() dragonslayer's dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% acid / +7% fire / +7% cold / +8% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Soottrail the cured leather armour (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce damage dealt by 13% Damage when hit (Melee): 8 light / 10 darkness Changes resistances: +18% lightning / +6% light Changes damage: +3% darkness A suit of armour made of leather. |
![]() dwarven-steel shield 'Torchhunt' (0 def, 6 armour, 73 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 20 lightning Damage when hit (Melee): 12 lightning Changes resistances: +12% cold Changes resistances penetration: +25% fire Changes damage: +12% fire Talent granted: +1 Block Handheld deflection devices. |
![]() barbed quiver of yew arrows of wind (16/16, 40-56 power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 40.0 - 56.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +14.0% Capacity: 16 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 170 physical damage On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) 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 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: 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 / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Bango the Higher Berserker level 21
65th Haze 122nd year of Ascendancy at 23:06 see stats
By Bango the Higher Berserker level 20
5th Haze 122nd year of Ascendancy at 13:58 see stats
By Bango the Higher Berserker level 15
32nd Dusk 122nd year of Ascendancy at 23:03 see stats
By Bango the Higher Berserker level 10
18th Dusk 122nd year of Ascendancy at 20:53 see stats
By Bango the Higher Berserker level 20
5th Haze 122nd year of Ascendancy at 03:41 see stats
By Bango the Higher Berserker level 21
9th Decay 122nd year of Ascendancy at 21:55 see stats
By Bango the Higher Berserker level 12
23rd Dusk 122nd year of Ascendancy at 20:09 see stats
By Bango the Higher Berserker level 18
76th Dusk 122nd year of Ascendancy at 01:45 see stats
By Bango the Higher Berserker level 9
9th Dusk 122nd year of Ascendancy at 03:19 see stats
By Bango the Higher Berserker level 18
76th Dusk 122nd year of Ascendancy at 11:35 see stats
By Bango the Higher Berserker level 17
41st Dusk 122nd year of Ascendancy at 10:30 see stats
Log
Something hits Bango for 56 physical, 61 physical (117 total damage).
Melee retaliation hits Rogue for 7 temporal, 4 physical, 7 temporal, 4 physical (23 total damage).
Yvyth the thief casts Shadowstep.
Bango is afflicted by a crippling illness!
Yvyth the thief casts Epidemic.
Bango is afflicted by an epidemic!
Bango is poisoned!
Bango is dazed!
Thief's morale has been lowered.
Yvyth the thief hits Bango for 75 darkness, 7 blight, 25 darkness, 36 darkness, 25 darkness (168 total damage).
Melee retaliation hits Yvyth the thief for (8 to time), 0 temporal, (4 to time), 0 physical, (7 to time), 0 temporal, (3 to time), 0 physical (0 total damage).
Bango performs a melee critical strike against Thief!
Thief is dazed!
Thief is covered in acid!
Bango hits Thief for 98 physical damage.
Bango is not dazed anymore.
Deadly Poison from Yvyth the thief hits Bango for 17 nature damage.
Epidemic from Yvyth the thief hits Bango for 13 blight damage.
Bear Trap from Rogue sapper hits Bango for 14 physical damage.
Cutpurse is not dazed anymore.
Cutpurse performs a melee critical strike against Bango!
Cutpurse hits Bango for 19 physical, 41 physical, 7 fire (66 total damage).
Melee retaliation hits Cutpurse for 7 temporal, 3 physical, 7 temporal, 3 physical (21 total damage).
Thief is not dazed anymore.
Melee retaliation hits Bandit for 7 temporal, 3 physical, 7 temporal, 3 physical (18 total damage).
Acid Splash from Bango hits Thief for 2 acid damage.
Bandit hits Bango for 59 physical, 7 fire, 29 physical, 7 fire (103 total damage).
Yvyth the thief uses Dual Strike.
Bango is stunned!