Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
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.
Better 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Skirmisher |
Level / Exp | 19 / 17% |
Size | big |
Lifes / Deaths | Killed by Elimina the anaconda at level 19 on the 28th Haze 122nd year of Ascendancy at 09:03 / 1 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 53 (base 47) |
Constitution | 15 (base 10) |
Magic | 12 (base 10) |
Willpower | 13 (base 11) |
Cunning | 52 (base 38) |
Resources
Life | -71/459 |
Stamina | 44/192 |
Healing Factor | 1.1960311219417 |
Regeneration | 2.6910700243688 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 8 |
Offense: Mainhand
Damage | 68 |
Accuracy | 61 |
Crit Chance | 31% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 12 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Fire | +21% |
Cold | +8% |
Physical | +27% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Defense: Base
Armour (hardiness) | 28 (48.594633868923%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 12 |
Spell Save | 19 |
Mental Save | 21 |
Defense: Resistances
Acid | + 19%( 70%) |
Lightning | + 19%( 70%) |
Temporal | + 23%( 70%) |
Cold | + 36%( 70%) |
Physical | + 13%( 70%) |
Fire | + 23%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 10% |
Confusion Resistance | 30% |
Pinning Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 165 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 99 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. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 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 lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+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. * 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 giant spider spinneret. * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of rough leather boots 'Obsidianstoker' (10 def, 1 armour) pair of rough leather boots 'Obsidianstoker' (10 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +18% physical Res.pen +15% darkness Apr +6 ----- def ----- Armour +1 Defense +10 (+3 eff.) Die.at -40.00 life A pair of boots made of leather. |
Quiver | pouch of iron shots 'Nightstriker' (12/17, 14-17 power, 1 apr) pouch of iron shots 'Nightstriker' (12/17, 14-17 power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 14.0 - 16.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Proj.spd +200% On Hit.r1 +20 darkness On Hit: * 20% chance to reduce damage dealt by 14% * 20% chance to slow global speed by 42% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Furnacerock' brass lantern 'Furnacerock'2.0 T1 lite [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Dmg.mod +9% physical +9% fire ----- def ----- Cut- +10% Confus- +10% Pinning- +10% ---------- misc Light +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. |
On head | Zeryrin the iron helm (0 def, 3 armour) Zeryrin the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Spell.save +3 (+2 eff.) Max.HP +20.00 Heal.mod +15% Confus- +20% Stun/Frz- +10% ---------- misc Stam/ret +1.00 Equi/ret +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +11.00 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. |
Tool | iron pickaxe 'Heatgash' (dig speed 38 turns) iron pickaxe 'Heatgash' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +2% Dmg.mod +6% acid ----- def ----- Fatigue -5% Resists +9% acid +3% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper citrine ring copper citrine ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+1 eff.) ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
On fingers | steel citrine ring steel citrine ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Wil +3 Cun +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 11 physical Ranged+ 7 physical Dmg.mod +6% mind +12% fire Acc +10 (+2 eff.) Apr +7 On Hit (Melee): * 13% chance to reduce all saves and defense by 17 On Hit (Ranged): * 12% chance to reduce all saves and defense by 17 ----- def ----- Defense +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Light +4 Infravis +4 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around neck | Emerina the copper amulet Emerina the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Apr +2 ----- def ----- Armour +2 Resists +9% lightning +11% temporal Spell.save +3 (+2 eff.) Pinning- +21% Knockbk- +21% Amulets make your neck look great! |
In main hand | ranger's rough leather sling of cold ranger's rough leather sling of cold4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 cold While equipped: Stats +2 Dex dps ---------- Dmg.mod +8% cold Slings are used to hurl stones or metal shots at your foes. |
Around waist | Aritha Aritha1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +21.00% Phys.pwr +9 (+3 eff.) Acc +15 (+4 eff.) Apr +4 ----- def ----- Armour +4 A belt that goes around your waist. |
In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Aeradhetha (1 def, 6 armour) Aeradhetha (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +3% temporal +13% cold +2% physical ---------- misc Stam/turn +1.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | tormentor's cashmere robe (0 def, 0 armour) tormentor's cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +12.00% ----- def ----- Resists +11% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
healing infusion of the sneak (heal 164; cd 13) healing infusion of the sneak (heal 164; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 |
healing infusion of the sneak (heal 160; cd 11) healing infusion of the sneak (heal 160; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 |
healing infusion of the sneak (heal 160; cd 13) healing infusion of the sneak (heal 160; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 |
regeneration infusion of the duelist (heal 290; 13 cd) regeneration infusion of the duelist (heal 290; 13 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Dexterity 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 |
Prismatic Rune (6 turns; physical, blight, cold, nature, temporal) Prismatic Rune (6 turns; physical, blight, cold, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 5 blight, 3 cold, 4 nature, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
starlit steel amulet of constitution (+4) =4co= starlit steel amulet of constitution (+4) =4co=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% light +11% darkness Blind- +20% Amulets make your neck look great! |
copper ring 'Neregawen' =4m= copper ring 'Neregawen' =4m=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +4 Mag +5 Cun ----- def ----- Defense +6 (+2 eff.) Crit.chn- 10.00% ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
marksman's steel ring of nature (+20%) marksman's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% nature Acc +6 (+1 eff.) ----- def ----- Resists +20% nature Rings make your fingers look great! |
Galefurnace the ash magestaff (15-18 power, 3 apr, cold element) Galefurnace the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon Reqs Mag 16 [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +12% lightning +15% cold +3% nature Res.pen +20% lightning ----- def ----- Resists +9% nature +9% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emyselaith the Infernopanic =3m= Emyselaith the Infernopanic =3m=1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% fire ----- def ----- Resists +6% fire Crit.chn- 5.00% HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
Vorynne Vorynne1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Defense +5 (+2 eff.) Resists +3% acid +3% cold +3% nature +12% temporal Max.HP +35.00 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Rimeflash' =4c= rough leather belt 'Rimeflash' =4c=1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Dex +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +2 Resists +5% acid +3% cold +6% blight A belt that goes around your waist. |
grounding pair of rough leather boots (0 def, 1 armour) grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Dimshine' (0 def, 4 armour) =3m= pair of dwarven-steel boots 'Dimshine' (0 def, 4 armour) =3m=3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% Dmg.mod +3% darkness +6% blight Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 ----- def ----- Armour +4 Fatigue +3% Resists +6% blight ---------- misc Mana/turn +0.28 Max.mana +31.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glunor (0 def, 1 armour) =3m= Glunor (0 def, 1 armour) =3m=1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+9 eff.) Dmg.mod +4% arcane +9% temporal ----- def ----- Armour +1 Fatigue +1% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.00 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. |
rough leather cap of strength (+3) (0 def, 1 armour) =3st= rough leather cap of strength (+3) (0 def, 1 armour) =3st=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
7 agate 7 agate0.0 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. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
7 ametrine 7 ametrine0.0 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. |
5 citrine 5 citrine0.0 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. |
6 zircon 6 zircon0.0 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. |
52 alchemist agate 52 alchemist agate0.0 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. |
ethereal brass lantern =4m= ethereal brass lantern =4m=1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Light +5 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. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Ravenbliss the elm totem of healing [power 110] (15 cooldown) Ravenbliss the elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% * 20% chance to reduce all saves and defense by 17 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Achievements
By og the Ogre Skirmisher level 10
7th Flare 122nd year of Ascendancy at 09:58 see stats
By og the Ogre Skirmisher level 10
1st Summertide 122nd year of Ascendancy at 18:35 see stats
By og the Ogre Skirmisher level 19
1st Time of Equilibrium 122nd year of Ascendancy at 15:40 see stats
By og the Ogre Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 11:31 see stats
By og the Ogre Skirmisher level 6
3rd Mirth 122nd year of Ascendancy at 07:27 see stats
By og the Ogre Skirmisher level 16
36th Dusk 122nd year of Ascendancy at 04:10 see stats
Log
You cannot go into the wilds with the following effects: Burning, Off-balance, Confused, Poison
You cannot go into the wilds with the following effects: Burning, Off-balance, Confused, Poison
You cannot go into the wilds with the following effects: Burning, Off-balance, Confused, Poison
Og uses Swift Shot.
Og slows down.
Og's Swift Shot hits Something for 11 darkness damage.
Og's Swift Shot hits Nerumina the white ooze for 127 physical, 8 physical, 0 cold, 0 darkness (135 total damage).
Og redirects the effect 'Poison'!
Nerumina the white ooze is poisoned!
Og is confused and fails to use Shoot.
Og seems more focused.
Og stops burning.
Poison from Elimina the anaconda hits og for (19 flat reduction), 122 nature (122 total damage).
Nerumina the white ooze uses Dual Strike.
Og cleverly deflects the attack with his shield!
og repels an attack from Nerumina the white ooze.
Poison from Elimina the anaconda hits Nerumina the white ooze for 15 nature damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
You cannot go into the wilds with the following effects: Off-balance, Poison
You cannot go into the wilds with the following effects: Off-balance, Poison
You cannot go into the wilds with the following effects: Off-balance, Poison
Og shoots!
Talent Infusion: Healing is ready to use.
Poison from Elimina the anaconda hits og for (19 flat reduction), 120 nature (120 total damage).
og the level 19 ogre skirmisher was splurged to death by Elimina the anaconda on level 1 of The Maze.