












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: FlexSpec Respec Limitation Relaxer 1.5.5Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | 25 / 99% |
Size | gargantuan |
Lifes / Deaths | Killed by elven mage at level 25 on the 48th Dusk 122nd year of Ascendancy at 21:30 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 125 (base 55) |
Dexterity | 22 (base 21) |
Constitution | 37 (base 12) |
Magic | 10 (base 9) |
Willpower | 64 (base 39) |
Cunning | 17 (base 10) |
Resources
Life | -24/960 |
Hate | 85/100 |
Equilibrium | 34 |
Healing Factor | 1.185574335136 |
Regeneration | 9.7809882648724 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -1.7763568394003E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 158 |
Accuracy | 47 |
Crit Chance | 15% |
APR | 58 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 47 |
Crit Chance | 12% |
APR | 57 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Physical | +13% |
Nature | +15% |
Blight | +8% |
Arcane | +12% |
Cold | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Light | +10% |
Physical | +6% |
All | 0% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 44.08934837382 (81.151787968034%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 0 |
Physical Save | 53 |
Spell Save | 26 |
Mental Save | 43 |
Defense: Resistances
Darkness | + 10%( 70%) |
Acid | + 17%( 70%) |
Nature | + 30%( 70%) |
Temporal | + 10%( 70%) |
Blight | + 15%( 70%) |
Cold | + 45%( 70%) |
Fire | + 56%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 48% |
Disarm Resistance | 0% |
Confusion Resistance | 38% |
Fear Resistance | 28% |
Knockback Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 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 551 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 852% 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 Strength stat. |
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 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed red crystal shard. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. | 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 within8 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +4 Fatigue +3% HP.reg +4.00 Heal.mod +10% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Master Power 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +9.0% Capacity 19 Ranged+ +4 darkness On Hit.r1 +16 mind +8 darkness On Crit.r2 +12 darkness On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness +5% nature +10% light Melee Ret 8 nature ----- def ----- Max.HP +44.00 ---------- misc Light +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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical Apr +2 ----- def ----- Armour +3 Fatigue +5% Phys.save +18 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Acc +4 (+1 eff.) Apr +9 ----- def ----- Armour +7 Fatigue +3% Resists +5% blight Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) Max.HP +40.00 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 | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 143% 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! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.27 cold and 18.47 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Str +4 Wil +4 Con dps ---------- Melee Ret 4 physical ----- def ----- Armour +6 Defense +10 (+5 eff.) Phys.save +18 (+6 eff.) Max.HP +55.00 HP.reg +1.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Ego++] Master/Psionic Power 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +6% physical Acc +9 (+3 eff.) Apr +5 Sharp, long, and deadly. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Resists +6% nature +3% fire Crit.chn- 10.00% Mind.save +6 (+2 eff.) Max.HP +60.00 Blind- +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 mace 1H weapon [Rare] Master Power 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +16.00% Dmg.mod +15% nature +9% cold Apr +7 Melee Ret 8 light ----- def ----- Resists +6% nature +3% cold Blunt and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con dps ---------- Dmg.mod +18% lightning Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +8 (+4 eff.) Phys.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Mag +5 Wil +5 Cun dps ---------- Dmg.mod +12% arcane +3% blight ----- def ----- Armour +13 Fatigue +22% Resists +8% acid +11% cold Mind.save +13 (+4 eff.) Max.HP +25.00 HP.reg +3.00 Heal.mod +12% ---------- misc Breathe water A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Resists +16% lightning +7% physical Stun/Frz- +24% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (105). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Dmg.mod +18% cold Res.pen +25% temporal +25% cold Acc +11 (+3 eff.) ----- def ----- Resists +9% temporal +12% cold Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% lightning +6% physical On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +2 Fatigue -5% ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +21% Knockbk- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +11 (+3 eff.) Confus- +24% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +6% blight +5% nature +24% lightning Poison- +12% Disease- +12% Rings make your fingers look great! |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 14.5 - 21.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Disrupt Power 14.0 - 21.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Against +10% Unnatural While equipped: Stats +2 Wil Massive two-handed battleaxes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Apr +2 On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Defense +10 (+5 eff.) Resists +3% fire Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego] Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +25% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Normal] Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Disrupt/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 12 arcane resource burn While equipped: Stats +3 Str dps ---------- Dmg.mod +12% lightning +7% physical +6% darkness Acc +5 (+1 eff.) ----- def ----- Resists +9% lightning Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Ego++] Master/Psionic Power 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +1 Dex dps ---------- Phys.spd +10% Acc +9 (+3 eff.) Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% all +10% physical Acc +5 (+1 eff.) Apr +7 ----- def ----- Disarm- +11% Blunt and deadly. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +25% temporal ----- def ----- Armour +16 Hardiness +10% Defense +9 (+4 eff.) Phys.save +6 (+2 eff.) ---------- misc Wards +3 temporal Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 cold While equipped: Stats +7 Str +6 Dex +6 Mag +6 Wil +5 Cun +5 Con dps ---------- Dmg.mod +12% cold Res.pen +15% lightning Melee Ret 10 lightning One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Defense +5 (+2 eff.) Confus- +20% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% lightning +3% light Melee Ret 2 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% temporal +5% arcane +9% darkness One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living While equipped: ----- def ----- Confus- +20% Knockbk- +10% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +4 nature On Crit.r2 +12 nature While equipped: Stats +4 Str +2 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +7% physical Acc +8 (+2 eff.) ----- def ----- Resists +15% cold One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Normal] Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +3 Wil +2 Cun +4 Con dps ---------- Res.pen +10% fire ----- def ----- Defense +14 (+7 eff.) Stealth +10 ---------- misc Light +2 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +20 (+7 eff.) ----- def ----- Resists +5% lightning +6% temporal ---------- misc Light +2 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Defense +6 (+3 eff.) Resists +3% light +12% darkness Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+6 eff.) Res.pen +15% acid Apr +1 ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +12% fire +15% cold Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% darkness Acc +5 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+1 eff.) Die.at -40.00 life ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 A stylish kruk-style cloak, to look awesome. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Res.pen +10% lightning ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.enc +22 Psi/ret +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +8 Lck +2 Con dps ---------- Dmg.mod +12% mind Apr +2 ----- def ----- Armour +15 Stealth +7 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind +3% cold Res.pen +10% mind Apr +4 Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% mind Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +5% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +2 Wil +2 Con dps ---------- Melee+ 9 lightning Dmg.mod +3% lightning Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Phys.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -40.00 life Cut- +20% Silence- +10% Disarm- +51% ---------- misc Masteries +0.20 Technique/Grappling 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. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Melee+ 6 physical Dmg.mod +4% physical Res.pen +10% physical ----- def ----- Armour +6 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. |
![]() 1.0 T1 hands armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Melee+ 6 mind Dmg.mod +3% mind Res.pen +5% mind Melee Ret 2 mind ----- def ----- Armour +1 Resists +6% mind 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. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Str +2 Wil +6 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +6% fire +8% lightning +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +5% Resists +6% light ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+4 eff.) A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +22.00 HP.reg +2.40 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Armour +7 Fatigue +22% Resists +16% fire Die.at -40.00 life A suit of armour made of metal plates. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 53.0 - 63.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +190 Melee+ +13 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 159 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +13 Fatigue +8% Resists +14% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +2 Con dps ---------- Crit.mult +20.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% darkness +6% light ----- def ----- Resists +2% physical ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +6% nature +3% fire Phys.save +9 (+3 eff.) Mind.save +5 (+1 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ralf the Krog Cursed level 13
3rd Flare 122nd year of Ascendancy at 00:21 see stats
By Ralf the Krog Cursed level 23
41st Dusk 122nd year of Ascendancy at 22:59 see stats
By Ralf the Krog Cursed level 23
41st Dusk 122nd year of Ascendancy at 13:37 see stats
By Ralf the Krog Cursed level 10
8th Mirth 122nd year of Ascendancy at 05:47 see stats
By Ralf the Krog Cursed level 20
26th Dusk 122nd year of Ascendancy at 15:26 see stats
By Ralf the Krog Cursed level 25
48th Dusk 122nd year of Ascendancy at 04:41 see stats
By Ralf the Krog Cursed level 19
26th Dusk 122nd year of Ascendancy at 08:47 see stats
By Ralf the Krog Cursed level 8
2nd Mirth 122nd year of Ascendancy at 02:27 see stats
By Ralf the Krog Cursed level 21
32nd Dusk 122nd year of Ascendancy at 19:53 see stats
By Ralf the Krog Cursed level 14
6th Dusk 122nd year of Ascendancy at 04:24 see stats
Log
Ralf resists!
Elven cultist's dazing lightning area effect hits Ralf for (56 antimagic), 5 lightning (5 total damage).
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Ralf begins rampaging!
Ralf resists!
Elven cultist's dazing lightning area effect hits Ralf for (51 antimagic), 0 lightning (0 total damage).
Elven mage's Shock hits Ralf for (56 antimagic), (47 rampage shugs off), 120 lightning (120 total damage).
Ralf shrugs off Elven mage's 'Dazed'!
Elven mage casts Timeless.
Your movements fuel your rampage! (+1 duration)
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Elven mage's spell attains critical power!
Ralf uses Infusion: Regeneration.
Ralf starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Elven cultist casts Timeless.
Elven cultist casts Rethread.
Elven cultist's spell attains critical power!
Ralf is afflicted by a weakness disease!
Elven cultist's Soul Rot hits Ralf for (56 antimagic), 429 blight, (56 antimagic), 110 temporal (539 total damage).
Elven cultist casts Soul Rot.
Ralf starts to bleed.
Elven mage's Earthen Missiles hits Ralf for 155 physical damage.
Elven mage's Earthen Missiles hits Ralf for 144 physical, 24 physical (168 total damage).
Ralf the level 25 krog cursed was raked to death by an elven mage on level 2 of Dark crypt.