
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 | Doombringer |
Level / Exp | 19 / 6% |
Size | big |
Lifes / Deaths | Killed by Rikaete the dolleg at level 19 on the 36th Dusk 122nd year of Ascendancy at 09:40 / 1 |
Primary Stats
Strength | 67 (base 47) |
Dexterity | 22 (base 16) |
Constitution | 18 (base 12) |
Magic | 37 (base 30) |
Willpower | 13 (base 10) |
Cunning | 20 (base 11) |
Resources
Life | -224/537 |
Stamina | 18/194 |
Vim | 8/200 |
Healing Factor | 1.1811363549268 |
Regeneration | 12.106647637999 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
Offense: Mainhand
Damage | 104 |
Accuracy | 61 |
Crit Chance | 16% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Physical | +11% |
Darkness | +13% |
Nature | +13% |
Temporal | +3% |
Mind | +6% |
Arcane | +15% |
Cold | +5% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (38.594633868923%) |
Defense | 53 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 30 |
Mental Save | 32 |
Defense: Resistances
Acid | + 17%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 54%( 70%) |
All | + 7%( 70%) |
Darkness | + 40%( 70%) |
Light | + 13%( 70%) |
Temporal | + 31%( 70%) |
Physical | + 18%( 70%) |
Lightning | + 15%( 70%) |
Fire | + 48%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 28% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
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 358 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: 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 575% 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 Cunning 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 126 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 Magic stat. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 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 |
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 Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Adussra the poison ivy. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 |
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 within | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Con ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% Resists +6% acid +3% lightning Phys.save +12 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +10 (+5 eff.) Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% mind Melee Ret 6 mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +9 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 | ![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +13% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +5% temporal +24% darkness +8% fire +5% nature +5% acid +5% blight +5% cold +6% light Phys.save +8 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.16 Max.vim +20.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str ----- def ----- Defense +15 (+5 eff.) Crit.chn- 15.00% Mind.save +6 (+3 eff.) HP.reg +4.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +43.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Dex +5 Cun +8 Lck dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +9% nature Res.pen +20% nature ----- def ----- Resists +7% fire +11% cold Mind.save +11 (+6 eff.) Stealth +11 ---------- misc T.Disarm +19 Max.stam +32.86 Infravis +5 A belt that goes around your waist. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Ego] Master Power 45.5 - 68.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 nature 8 cold Dmg.mod +5% cold +4% nature +3% temporal Acc +12 (+3 eff.) ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% Resists +5% cold +7% nature +3% fire Spell.save +3 (+2 eff.) 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. |
Main armor | ![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +11% physical Acc +10 (+2 eff.) ----- def ----- Resists +12% physical +7% all ---------- misc Equi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness +10% temporal Def/telep +14 Res/telep +12% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% arcane ----- def ----- Resists +26% fire +30% cold +5% arcane +11% temporal Pinning- +24% Knockbk- +25% Amulets make your neck look great! |
Inventory
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +1.0% On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +6 Resists +6% acid +6% temporal Mind.save +6 (+3 eff.) Confus- +25% Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +8% physical Acc +7 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Disrupt/Master/Psionic Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living On Crit.r2 +8 cold On Hit: * 7% chance to slow global speed by 44% While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Max.HP +60.00 Heal.mod +10% Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight +13 cold On Hit: 20% Epidemic 2 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 20 On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +10 (+3 eff.) ----- def ----- Resists +9% temporal Blind- +20% Disease- +17% Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Light Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% On Crit.r2 +12 blinding light While equipped: Stats +2 Dex +2 Cun +2 Mag dps ---------- Dmg.mod +4% light ---------- misc Light +4 Infravis +4 Citrine: Light Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 16.0 - 25.6 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. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% acid ----- def ----- Armour +8 Hardiness +2% Defense +5 (+2 eff.) Phys.save +4 (+2 eff.) ---------- misc Wards +2 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Arcane Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 66 damage While equipped: dps ---------- Dmg.mod +9% acid +18% temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
![]() 1.0 T1 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% acid +5% blight Phys.save +5 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Res.pen +15% acid ----- def ----- Defense +17 (+6 eff.) Resists +14% nature +13% blight Phys.save +18 (+8 eff.) HP.reg +5.00 Heal.mod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +6 (+2 eff.) Phys.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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +5 Fatigue +2% Resists +3% lightning +6% darkness ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Phasing +10% Melee Ret 2 blight 2 arcane ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Silence- +22% Confus- +23% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +21% cold Melee Ret 10 lightning ----- def ----- Armour +3 Fatigue -6% Resists +12% lightning +6% fire Phys.save +8 (+4 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Mana/turn +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: Stats +3 Dex +3 Mag dps ---------- Dmg.mod +4% arcane Res.pen +10% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +1 Crit.chn- 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 20 ----- def ----- Armour +7 Fatigue +1% Resists +1% physical A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% mind Melee Ret 2 mind 4 fire ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% lightning +6% temporal Phys.save +12 (+6 eff.) A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +27% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% cold Phys.save +6 (+3 eff.) Die.at -40.00 life Max.HP +40.00 Poison- +20% ---------- misc Breathe water A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Melee Ret 4 fire On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid +5% arcane +3% blight A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Str +6 Wil dps ---------- S.pwr/crit +4 ----- def ----- Armour +9 Defense +10 (+3 eff.) Fatigue +22% Phys.save +9 (+5 eff.) HP.reg +4.40 ---------- misc Stam/turn +0.70 Max.mana +40.00 A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +6% darkness Spell.save +3 (+2 eff.) Die.at -60.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +9% acid +9% fire Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Wil +1 Mag ---------- misc Mana/turn +0.12 Max.vim +20.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By DoomSlop the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 00:55 see stats
By DoomSlop the Ogre Doombringer level 10
4th Flare 122nd year of Ascendancy at 10:50 see stats
By DoomSlop the Ogre Doombringer level 19
36th Dusk 122nd year of Ascendancy at 08:13 see stats
By DoomSlop the Ogre Doombringer level 8
2nd Mirth 122nd year of Ascendancy at 08:59 see stats
By DoomSlop the Ogre Doombringer level 10
6th Flare 122nd year of Ascendancy at 15:06 see stats
By DoomSlop the Ogre Doombringer level 17
33rd Dusk 122nd year of Ascendancy at 12:06 see stats
Log
Rikaete the dolleg receives 10 healing from Rikaete the dolleg's Blood Grasp.
Rikaete the dolleg's Blood Grasp hits DoomSlop for (1 abyssal shield), (108 absorbed), 41 blight (41 total damage).
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DoomSlop performs a melee critical strike against Rikaete the dolleg!
Rikaete the dolleg is disabled.
Rikaete the dolleg suffers!
Rikaete the dolleg begins to fear you.
Rikaete the dolleg's is surrounded with an all-consuming flame!
Melee retaliation hits DoomSlop for (1 abyssal shield), 16 acid (16 total damage).
DoomSlop hits Rikaete the dolleg for 156 physical, 7 cold, 5 nature, 5 fire, 18 fire (191 total damage).
Onilug casts Curse of Vulnerability.
DoomSlop is cursed.
DoomSlop receives 1 healing from Devouring flames from DoomSlop.
Burning from DoomSlop hits Rikaete the dolleg for 51 fire damage.
DoomSlop receives 1 healing from Devouring flames from DoomSlop.
Rikaete the dolleg casts Rune: Shatter Afflictions.
Rikaete the dolleg stops burning.
Rikaete the dolleg's is no longer blazing.
Rikaete the dolleg's shakes the fear off.
A shield forms around Rikaete the dolleg.
Rikaete the dolleg casts Soul Rot.
Bone Spike hits DoomSlop for (2 abyssal shield), 46 physical (46 total damage).
Rikaete the dolleg's Soul Rot hits DoomSlop for (2 abyssal shield), 294 blight (294 total damage).
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Onilug casts Channel Staff.
Rikaete the dolleg casts Drain.
Rikaete the dolleg hits DoomSlop for (2 abyssal shield), 240 blight (240 total damage).
DoomSlop the level 19 ogre doombringer was debilitated by noxious blight before falling to death by Rikaete the dolleg on level 2 of Anteroom of Agony.