










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Adventure |
Sex | Female |
Race | Ogre |
Class | Berserker |
Level / Exp | 20 / 15% |
Size | big |
Lifes / Deaths | Killed by Emelalekira the gloomy wolf at level 18 on the 50th Dusk 122nd year of Ascendancy at 14:25 2 / 4Killed by Emelyvena the elder vampire at level 19 on the 73rd Dusk 122nd year of Ascendancy at 16:14 Killed by Ce'Nimina the giant acid ant at level 20 on the 5th Haze 122nd year of Ascendancy at 12:46 Killed by Vendeshima at level 20 on the 5th Haze 122nd year of Ascendancy at 12:51 |
Primary Stats
Strength | 63 (base 48) |
Dexterity | 12 (base 11) |
Constitution | 43 (base 40) |
Magic | 12 (base 10) |
Willpower | 23 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | 733/733 |
Stamina | 220/220 |
Healing Factor | 1.6497742564935 |
Regeneration | 10.669992504468 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 31.970039208598 |
See Invisible | 31.970039208598 |
Offense: Mainhand
Damage | 113 |
Accuracy | 8 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +10% |
Lightning | +3% |
Nature | +6% |
Physical | +5% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 45.08934837382 (81.151787968034%) |
Defense | 9 |
Ranged Defense | 9 |
Fatigue | 20 |
Physical Save | 40 |
Spell Save | 27 |
Mental Save | 28 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 20%( 70%) |
All | + 10%( 70%) |
Lightning | + 13%( 70%) |
Light | + 37%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 18%( 70%) |
Fire | + 29%( 70%) |
Mind | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 43% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 447 damage for 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -438 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 438 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 627% 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. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Emabeth the large brown snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You abandoned lost warrior, to death. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 hummerhorn wing. * '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.' * You've found the needed black mamba head. | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +3% lightning +6% temporal +6% blight Physical save +3 (+1 eff.) Life +20.00 Life Regen +2.00 Healmod +21% Stun Resist +10% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +3 Con offense ------ Physical Power +3 (+1 eff.) Damage +6% nature Ignore resists +10% nature defense ------ Armor +10 Fatigue +4% Physical save +6 (+2 eff.) other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -6% Mind save +5 (+3 eff.) Confus Resist +22% other ------- Encumbrance +22 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +3% blight +12% mind +5% arcane Mind save +5 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +18% Summoned defense ------ Resist Against +15% Summoned Life Regen +0.80 Healmod +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Psionic Weapon Damage 40.0 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +4 acid +12 mind On Hit: * 20 arcane resource burn * 19% chance to reduce all saves and defense by 17 While equipped: Stats +2 Dex +3 Wil +6 Cun defense ------ Spell save +12 (+6 eff.) Massive two-handed mauls. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ On-Hit 7 fire 7 physical Damage +5% physical +4% fire defense ------ Armor +12 Resistance +6% fire Mind save +5 (+3 eff.) Unlife -80.00 life Life +43.00 other ------- Stamina/turn +3.00 Max stamina +10.00 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. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% lightning Ignore resists +5% lightning defense ------ Armor +11 Fatigue +22% Resistance +5% acid +6% physical +6% blight +15% fire +11% cold Physical save +15 (+5 eff.) other ------- Breathe water A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% acid defense ------ Defense +1 (+1 eff.) Resistance +12% blight +3% physical Crit Resistance 15.00% Mind save +6 (+3 eff.) Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+13 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +14% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +15 (+11 eff.) Damage +24% arcane defense ------ Blind Resist +24% other ------- Mana/turn +0.20 Infravision +4 See Stealth +6 See Invisibility +8 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +8 (+4 eff.) Damage +15% nature +26% fire defense ------ Resistance +24% nature +22% fire Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 17.5 - 26.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 cold Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Arcane Weapon Damage 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +15 Critical Rate +3.0% Attack Speed 100% Ignore Shields +17% On-hit +8 acid +8 fire +16 arcane On Hit: * 20% chance to reduce armor by 17% While equipped: offense ------ When Hit 2 acid defense ------ Resistance +6% acid +6% fire Massive two-handed swords. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +2 Str +5 Con defense ------ Resistance +18% lightning +3% nature +6% blight Blunt and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% On-Hit, radius 1 +4 cold While equipped: Stats +5 Cun +5 Wil offense ------ Combat Speed +10% defense ------ Armor +4 Resistance +6% nature other ------- Infravision +3 Longbows are used to shoot arrows at your foes. |
![]() 9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+6 eff.) Fatigue +7% Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Ignore resists +10% light Accuracy +5 (+5 eff.) Ignore Armor +3 defense ------ Armor +8 Defense +1 (+1 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun offense ------ Physical Crit +11.0% Spell Crit +10% Mind Crit +7% Critical power +9.00% On-Hit 9 darkness Damage +5% darkness +3% blight Accuracy +8 (+8 eff.) When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 defense ------ Armor +2 Fatigue +3% Resistance +13% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% blight +12% arcane Ignore resists +10% arcane defense ------ Resistance +9% cold Life +40.00 other ------- 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 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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 Encumbrance T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Vendeshima the Ogre Berserker level 10
2nd Flare 122nd year of Ascendancy at 15:47 see stats
By Vendeshima the Ogre Berserker level 10
6th Mirth 122nd year of Ascendancy at 16:03 see stats
By Vendeshima the Ogre Berserker level 20
5th Haze 122nd year of Ascendancy at 00:53 see stats
By Vendeshima the Ogre Berserker level 19
4th Haze 122nd year of Ascendancy at 05:11 see stats
By Vendeshima the Ogre Berserker level 6
2nd Mirth 122nd year of Ascendancy at 01:25 see stats
By Vendeshima the Ogre Berserker level 12
11st Dusk 122nd year of Ascendancy at 08:08 see stats
By Vendeshima the Ogre Berserker level 15
19th Dusk 122nd year of Ascendancy at 01:32 see stats
By Vendeshima the Ogre Berserker level 20
5th Haze 122nd year of Ascendancy at 12:51 see stats
Log
Deep Wound from Ce'Nimina the giant acid ant hits Vendeshima for 24 physical damage.
Poison from Ce'Nimina the giant acid ant hits Vendeshima for 27 nature damage.
Deadly Poison from Ce'Nimina the giant acid ant hits Vendeshima for 50 nature damage.
Ce'Nimina the giant acid ant uses Dual Strike.
Vendeshima resists the stunning strike!
Vendeshima has temporarily forgotten Execution for 2 turns!
Ce'Nimina the giant acid ant hits Vendeshima for 34 physical, 4 acid, 63 physical, 4 acid (105 total damage).
Poison bursts out of Vendeshima's corpse!
Vendeshima slows down.
Talent Infusion: Movement is ready to use.
Talent Warshout is ready to use.
Deep Wound from Ce'Nimina the giant acid ant hits Vendeshima for 24 physical damage.
Deadly Poison from Ce'Nimina the giant acid ant hits Vendeshima for 55 nature damage.
Vendeshima the level 20 ogre berserker was slimed to death by Ce'Nimina the giant acid ant on level 3 of Old Forest.
Ce'Nimina the giant acid ant prepares for the next kill!
Vendeshima no longer revels in blood quite so much.
Vendeshima's rage subsides!
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Deadly Poison from Ce'Nimina the giant acid ant killed Vendeshima!
Saving game...
Talent Execution is ready to use.
Talent Stunning Blow is ready to use.
Talent Fearless Cleave is ready to use.
Talent Rush is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!