










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! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 25 / 60% |
| Size | big |
| Lifes / Deaths | Killed by elven corruptor at level 25 on the 60th Regrowth 123rd year of Ascendancy at 10:34 / 1 |
Primary Stats
| Strength | 76 (base 54) |
| Dexterity | 49 (base 47) |
| Constitution | 31 (base 13) |
| Magic | 28 (base 12) |
| Willpower | 22 (base 10) |
| Cunning | 15 (base 11) |
Resources
| Life | -101/796 |
| Stamina | 172/202 |
| Vim | 48/204 |
| Healing Factor | 1.4758714593977 |
| Regeneration | 4.7965822430425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 10 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 161 |
| Accuracy | 60 |
| Crit Chance | 30% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Light | +19% |
| Physical | +27% |
| Nature | +8% |
| Arcane | +15% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +20% |
| Temporal | +15% |
| Physical | +37% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 5 |
| Physical Save | 49 |
| Spell Save | 37 |
| Mental Save | 39 |
Defense: Resistances
| Lightning | + 16%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 13%( 70%) |
| All | + 7%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 57% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 13% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 233 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 82 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by shadowblade. Escort: temporal explorer (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | 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 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Gilaziladomas2.0 T1 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +5% physical Apr +1 ----- def ----- Resists +1% physical Phys.save +12 (+4 eff.) Die.at -20.00 life Heal.mod +11% ---------- misc Light +3 Infravis +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 | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Tempestshaper the dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +27% acid +6% mind Res.pen +5% lightning +12% physical On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Resists +3% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gladiator's steel ring of misery0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +2 Cun +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 14 On Hit (Ranged): * 13% chance to reduce all saves and defense by 14 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around waist | Earidor1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% physical Res.pen +10% physical ----- def ----- Resists +6% lightning +5% temporal Spell.save +3 (+2 eff.) Mind.save +6 (+2 eff.) A belt that goes around your waist. |
| In main hand | Ce'Nirilramina the voratun greatsword (62-100 power, 7 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +8.0% Atk.spd 100% Melee+ +21 darkness Against +21% Living On Crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +13 (+3 eff.) Res.pen +10% all Acc +30 (+7 eff.) Apr +12 Massive two-handed swords. |
| On hands | Elenirig the Dawnvengeance (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +1 Mag +3 Wil +5 Con dps ---------- Spell.crit +2% Spell.pwr +15 (+6 eff.) S.pwr/crit +6 Melee+ 9 light Dmg.mod +10% light Res.pen +10% light ----- def ----- Armour +2 Resists +7% light Phys.save +14 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +57% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 15.0 - 16.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 physical On Hit: 10% Disarm 3 On Hit: 10% Juggernaut 1 On Hit: 20% Searing Light 3 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
| Cloak | Kindlesmash (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +15% arcane +9% light ----- def ----- Defense +2 (+1 eff.) Phys.save +5 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life ---------- misc Max.mana +20.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Fulukor'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +23.00% Res.pen +5% temporal Acc +13 (+3 eff.) Apr +22 ----- def ----- Blind- +13% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
Yarurin the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Resists +3% fire Mind.save +5 (+2 eff.) Max.HP +40.00 Confus- +22% Teleport- +20% ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
gladiator's copper ring of perseverance0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
iron greatsword (18-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.5 - 28.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
elven-wood magestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+5 eff.) Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood vilestaff of power (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +20 (+8 eff.) Dmg.mod +25% darkness ----- def ----- Resists +7% darkness +9% temporal Def/telep +8 Res/telep +11% Dur/telep +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Malediction (40-48 power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 40.0 - 48.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+8 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
stralite waraxe 'Unlighttooth' (45-63 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +16 darkness On Hit: * 20% chance to reduce damage dealt by 12% While equipped: Stats +2 Str +7 Cun +5 Con dps ---------- Dmg.mod +6% darkness Res.pen +25% darkness One-handed war axes. |
Islyba the Shineransom (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex +3 Con dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+1 eff.) ---------- misc Equi/ret +0.16 Max.stam +10.00 A cap made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
radiant dwarven-steel mail armour of delving (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +3 Wil ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +16% blight +7% physical +26% darkness ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
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. |
130 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. |
8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
Cyrogatha2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Phys.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Cut- +10% Pinning- +10% Teleport- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
stralite torque of psionic shield 'Duathelmaim' [power 129] (21/25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Crit.mult +15.00% Mind.pwr +20 (+10 eff.) Dmg.mod +6% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Resists +5% arcane ---------- misc Psi/ret +0.08 Max.psi +40.00 Setup a psionic shield, reducing all damage taken by 129 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
7 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 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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mel the Ogre Doombringer level 14
69th Dusk 122nd year of Ascendancy at 01:40 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Mel the Ogre Doombringer level 19
73rd Haze 122nd year of Ascendancy at 17:16 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Mel the Ogre Doombringer level 6
1st Mirth 122nd year of Ascendancy at 02:26 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mel the Ogre Doombringer level 10
8th Dusk 122nd year of Ascendancy at 04:11 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Mel the Ogre Doombringer level 20
74th Haze 122nd year of Ascendancy at 00:08 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mel the Ogre Doombringer level 21
6th Regrowth 123rd year of Ascendancy at 18:49 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mel the Ogre Doombringer level 18
43rd Haze 122nd year of Ascendancy at 20:59 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Mel the Ogre Doombringer level 18
40th Haze 122nd year of Ascendancy at 15:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Mel the Ogre Doombringer level 8
2nd Dusk 122nd year of Ascendancy at 18:51 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mel the Ogre Doombringer level 21
23rd Regrowth 123rd year of Ascendancy at 21:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Mel the Ogre Doombringer level 15
11st Haze 122nd year of Ascendancy at 13:55 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Mel the Ogre Doombringer level 21
23rd Regrowth 123rd year of Ascendancy at 11:05 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mel the Ogre Doombringer level 23
33rd Regrowth 123rd year of Ascendancy at 19:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mel the Ogre Doombringer level 16
30th Haze 122nd year of Ascendancy at 02:40 see stats
Log
Mel uses Infusion: Movement.
Mel is moving at extreme speed!
Mel casts Wraithform.
Mel turns into a wraith.
Mel slows down.
Elven corruptor casts Blood Spray.
Elven corruptor's spell attains critical power!
Your shield crumbles under the damage!
The shield around Mel crumbles.
Elven blood mage casts Rune: Shielding.
A shield forms around elven blood mage.
Elven corruptor hits Mel for (16 abyssal shield), (82 absorbed), 5 blight (5 total damage).
Elven corruptor casts Drain.
Elven corruptor's spell attains critical power!
Elven corruptor hits Mel for (16 abyssal shield), 176 blight (176 total damage).
Elven blood mage activates his torque!
Mel resists the effect 'Silenced'!
Elven blood mage hits Mel for (16 abyssal shield), 107 mind (107 total damage).
Mel feels pain again.
Mel slows down.
Mel returns to normal.
Mel is no longer transformed.
Elven corruptor casts Blood Spray.
Mel is afflicted by a weakness disease!
Elven corruptor hits Mel for (15 abyssal shield), 144 blight (144 total damage).
Mel the level 25 ogre doombringer was poxed to death by an elven corruptor on level 1 of Dark crypt.


































































































