









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Wanderer3in1 |
| Level / Exp | 16 / 34% |
| Size | big |
| Lifes / Deaths | Killed by Zubutta the armoured skeleton warrior at level 11 on the 4th Dusk 122nd year of Ascendancy at 21:13 3 / 2Killed by The Withering Thing at level 16 on the 34th Dusk 122nd year of Ascendancy at 23:45 |
Primary Stats
| Strength | 23 (base 13) |
| Dexterity | 30 (base 17) |
| Constitution | 20 (base 14) |
| Magic | 54 (base 43) |
| Willpower | 28 (base 12) |
| Cunning | 29 (base 17) |
Resources
| Mana | 280/280 |
| Vim | 160/160 |
| Life | 498/498 |
| Positive | 95/95 |
| Stamina | 210/210 |
| Steam | 100/100 |
| Healing Factor | 1.2070588855781 |
| Regeneration | 8.7511769204412 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -58.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Stealth | 11.563277751755 |
| See Invisible | 11.563277751755 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 29 |
| Crit Chance | 19% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +15% |
| Fire | +3% |
| Darkness | +6% |
| Arcane | +3% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (65.65183292883%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 31 |
| Mental Save | 30 |
Defense: Resistances
| Physical | + 12%( 70%) |
| Nature | + 38%( 70%) |
| Fire | + 23%( 70%) |
| Cold | + 16%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 19%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 410 damage for 5 turns. Its effects scale with your Magic 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Cunning 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 271 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Sunlight | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Shadowflame | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 10. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 |
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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | insulating pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Resistance +5% fire, +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Zydil2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ When Hit 2 temporal defense ------ Defense +10 (+3 eff.) Physical save +7 (+3 eff.) Life +40.00 Healmod +12% Stun Resist +20% Knockbk Resist +20% 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. |
| On head | Firespawner (20 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Dex +4, Wil +2, Cun +3 offense ------ Mindpower +4 (+2 eff.) Ignore resists +5% fire defense ------ Armor +1 Defense +20 (+6 eff.) Fatigue +1% other ------- Max stamina +10.00 A cap made of leather. |
| Tool | elm wand of lightning storm [power 110] (6/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Arthirahell the Blazepiety0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Dex +3, Wil +3, Con +1 offense ------ Damage +3% fire When Hit 6 arcane defense ------ Resistance +5% arcane, +6% fire Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Hettadunarig the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats Wil +3 offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Defense +5 (+1 eff.) Resistance +6% mind Mind save +9 (+4 eff.) Life +20.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
| Around waist | rough leather belt 'Obsidianenvy'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +4 (+2 eff.) Damage +6% darkness defense ------ Resistance +6% blight, +3% fire Life Regen +2.00 Poison Resist +20% A belt that goes around your waist. |
| In main hand | Goralen the steel greatmaul (28-42 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 28.0 - 42.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +12 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: offense ------ Physical Crit +9.0% defense ------ Resistance +3% mind, +1% physical Life Regen +2.00 Massive two-handed mauls. |
| On hands | restful rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats Mag +2 offense ------ Damage +3% arcane defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 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 | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature, +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | Eilinyvena the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Wil +6 offense ------ Spellpower +10 (+3 eff.) Spellpower/crit +6 When Hit 4 mind, 2 blight defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 94; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 94 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. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (45 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 391; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 391 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Belena the Chillvengeance0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats Wil +1, Mag +3 offense ------ Mind Crit +4% Damage +12% cold When Hit 2 cold defense ------ Resistance +9% fire Amulets make your neck look great! |
copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats Wil +2 defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
balanced iron battleaxe of massacre (22-33 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 22.0 - 33.0 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+5 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +29% Massive two-handed battleaxes. |
steel greatmaul 'Filthwrither' (28-41 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Disrupt/Psionic Weapon Damage 27.5 - 41.2 Physical Uses 120% Mag Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +10 mind, +14 item expose On-Hit, radius 1 +4 mind On Hit: * 14% chance to reduce all saves and defense by 22 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats Cun +3, Wil +3 offense ------ Ignore resists +10% mind On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +12% acid, +13% cold +13% lightning, +12% fire +6% nature, +5% all Spell save +9 (+5 eff.) Massive two-handed mauls. |
balanced steel longsword of erosion (14-20 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Mag Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Sharp, long, and deadly. |
iron dagger 'Elugawyn' (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +10 item expose, +5 mind +20 item nature slow On Hit: * 20% chance to slow global speed by 48% * 10% chance to reduce all saves and defense by 22 While equipped: Stats Cun +2, Wil +2 defense ------ Resistance +3% light, +3% nature Sharp, short and deadly. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 0% Mag, 50% Cun Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats Cun +8, Dex +8 defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
flaming steel shield (0 def, 4 armour, 37.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 fire When Hit 1 fire defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all, +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Galeviper (6 def, 6 armour)9.0 Encumbrance T2 light armor [Random Unique] Arcane/Nature/Psionic While equipped: offense ------ Damage +3% lightning, +6% mind When Hit 4 lightning defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% acid, +12% light +9% lightning, +5% cold +6% mind, +13% darkness Mind save +11 (+5 eff.) other ------- Breathe water A suit of armour made of leather. |
impenetrable iron mail armour (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+0 eff.) Fatigue +12% A suit of armour made of mail. |
cleansing steel mail armour of lightning resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% blight, +12% nature +15% lightning A suit of armour made of mail. |
Slippery Belt Slippery Belt1.0 Encumbrance T1 belt armor [Unique] Nature/Unknown While equipped: Stats Cun +8, Wil +8 offense ------ Damage +10% nature defense ------ Resistance +20% nature other ------- EQ/turn -0.50 On Mind Hit: 15% Slime Spit level 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
Yvatira1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spell Crit +4% Damage +6% mind Ignore resists +5% temporal When Hit 2 temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
linen cloak 'Gloritira' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Dex +1, Mag +2, Wil +1 defense ------ Defense +1 (+0 eff.) Resistance +6% blight, +1% physical Spell save +7 (+4 eff.) Mind save +9 (+4 eff.) Life Regen +2.00 other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of iron boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats Cun +2, Con +2 offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Physical save +12 (+6 eff.) Mind save +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats Dex +2 offense ------ On-Hit 5 fire Damage +4% fire Accuracy +11 (+6 eff.) defense ------ Armor +1 Resistance +5% fire 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. |
stabilizing linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Wil +3 defense ------ Defense +1 (+0 eff.) Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning, +10% cold defense ------ Resistance +10% lightning, +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Zathel the Healtyphoon (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3 offense ------ Damage +9% nature Ignore resists +10% nature defense ------ Armor +3 Fatigue +5% Resistance +9% fire other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Tadan' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +3, Con +2 offense ------ Mindpower +5 (+3 eff.) Ignore resists +5% physical Accuracy +10 (+5 eff.) defense ------ Armor +5 Fatigue +5% other ------- Max hate +2.00 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
343 alchemist agate0.0 Encumbrance 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. |
Cyralle the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Cun +2, Str +2 defense ------ Resistance +3% darkness, +6% nature Mind save +3 (+1 eff.) Life +42.00 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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. |
Isinor (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Dex +6, Cun +2 defense ------ Defense +5 (+1 eff.) other ------- EQ when Hit +0.12 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Hettutodor' (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +2 defense ------ Armor +6 Fatigue -4% Resistance +6% acid Unlife -40.00 life Teleport Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By ogreeee the Ogre Wanderer3in1 level 10
9th Flare 122nd year of Ascendancy at 01:36 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By ogreeee the Ogre Wanderer3in1 level 7
7th Mirth 122nd year of Ascendancy at 12:48 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By ogreeee the Ogre Wanderer3in1 level 7
10th Mirth 122nd year of Ascendancy at 14:33 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By ogreeee the Ogre Wanderer3in1 level 15
20th Dusk 122nd year of Ascendancy at 10:40 see stats
Log
Veliwe the gloomy white wolf feeds his vined mindstar with psychic energy from Ogreeee!
Veliwe the gloomy white wolf hits ogreeee for 37 mind damage.
Talent Firebeam is ready to use.
Talent Arcane Strike is ready to use.
Shadow casts Blindside.
Shadow misses ogreeee.
The Withering Thing is free from the acid.
Ogreeee's light area effect hits The Withering Thing for (3 deflected), 17 light (17 total damage).
The Withering Thing's creeping dark hits ogreeee for 25 darkness damage.
Ogreeee casts Arcane Strike.
The Withering Thing's is vulnerable to attacks and effects!
ogreeee hits Shadow for 12 fire, 12 fire (23 total damage).
ogreeee hits The Withering Thing for 50 arcane, 9 fire, 4 lightning, 11 fire, 57 arcane, 9 fire, 4 lightning, 11 fire (155 total damage).
Ogreeee is stunned!
The Withering Thing strikes ogreeee in the darkness (+12% damage).
The Withering Thing hits ogreeee for 21 mind damage.
Shadow misses ogreeee.
Elelrarewen the sick black bear is poisoned!
Elelrarewen the sick black bear slows down.
Elelrarewen the sick black bear hits ogreeee for 96 physical, 7 acid (103 total damage).
Melee retaliation hits Elelrarewen the sick black bear for (1 flat reduction), 0 temporal, (1 flat reduction), 0 nature, (1 flat reduction), 0 mind, (1 flat reduction), 0 blight, (2 flat reduction), 0 arcane, (7 flat reduction), 0 nature (0 total damage).
The Withering Thing's creeping dark hits ogreeee for 25 darkness damage.
ogreeee the level 16 ogre wanderer3in1 was darkened to death by The Withering Thing and corrupted into a pile of writhing worms on level 3 of Heart of the Gloom.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Withering Thing's creeping dark killed ogreeee!
Saving game...
Saving done.

























































































