Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Embers of Rage 1.4.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 50 / 82% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 234 (base 60) |
| Dexterity | 158 (base 60) |
| Constitution | 146 (base 60) |
| Magic | 89 (base 60) |
| Willpower | 85 (base 60) |
| Cunning | 112 (base 60) |
Resources
| Mana | 1023/1023 |
| Psi | 671/671 |
| Vim | 896/896 |
| Life | 21192/21192 |
| Hate | 117/117 |
| Stamina | 832/832 |
| Equilibrium | 20 |
| Healing Factor | 1.35 |
| Regeneration | 74.480495071692 |
Speed
| Mental | +103.33966364295% |
| Attack | +90.5% |
| Movement | +396.67242149359% |
| Spell | +103.33966364295% |
| Global | +146.66% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 9 |
| See Stealth | 51.526814608306 |
| See Invisible | 106.51580512244 |
Offense: Mainhand
| Damage | 339 |
| Accuracy | 84 |
| Crit Chance | 310% |
| APR | 94 |
| Speed | 0.49 |
Offense: Offhand
| Damage | 318 |
| Accuracy | 84 |
| Crit Chance | 311% |
| APR | 108 |
| Speed | 0.49 |
Offense: Spell
| Spellpower | 159 |
| Crit Chance | 100% |
| Speed | 0.49178796801589 |
| Cooldown Reduction | 30 |
Offense: Mind
| Mindpower | 160 |
| Crit Chance | 100% |
| Speed | 0.5249343832021 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 324.70754419076 (64.2%) |
| Defense | 112 |
| Ranged Defense | 112 |
| Fatigue | 0 |
| Physical Save | 73 |
| Spell Save | 76 |
| Mental Save | 55 |
Defense: Resistances
| All | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 90% |
| Confusion Resistance | 81% |
| Disarm Resistance | 50% |
| Stun Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (3/5)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (49% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.8 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Automated butchery | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Engineering | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Corruption / Torment | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Tempest of Metal |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Keen Senses |
| talent | Precision |
| talent | Inner Power |
| talent | Willful Tormenter |
| talent | Spellcraft |
| talent | Mow Down |
| talent | Shock Hands |
| talent | Beyond the Flesh |
| talent | Arcane Feed |
| talent | Deflection |
| talent | Shadow Feed |
| talent | Blood Vengeance |
| talent | Thermal Shield |
| talent | Quicken Spells |
| talent | Overkill |
| talent | Kinetic Shield |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Abyssal Shield |
| talent | Overheat Saws |
| talent | Fiery Hands |
| talent | Gloom |
| talent | Elemental Harmony |
| talent | Total Thuggery |
| beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 32 damage from the next 2.4 attack(s). Parrying |
| beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +2. | 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. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' * You've found the needed vial of wight ectoplasm. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| Psionic focus | Glimmerbile the steel greatsword (178% power, 2 apr) Glimmerbile the steel greatsword (178% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 Power: 178% Range: 1.6x Uses stats: 156% Wil, 50% Mag Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 mind Changes damage: +6% light Critical mult.: +10.00% Massive two-handed swords. |
| Quiver | Wildraven the pouch of steel shots (20/20, 173% power, 2 apr) Wildraven the pouch of steel shots (20/20, 173% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 173% Range: 1.2x Uses stats: 30% Wil, 50% Mag, 124% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 On weapon hit: * Slows global speed by 40% On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +11 darkness Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +4 nature / +4 light Damage against: +5% Living Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | Steam Powered Helm (4 def, 14 armour) Steam Powered Helm (4 def, 14 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +14 Defense: +4 (+1 eff.) Fatigue: +10% Changes stats: +6 Str / +6 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
| On feet | Galereeve the pair of voratun boots (0 def, 25 armour) Galereeve the pair of voratun boots (0 def, 25 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Fatigue: +4% Damage when hit (Melee): 4 mind Changes resistances: +11% acid / +10% fire / +26% lightning / +12% cold Changes resistances penetration: +10% mind Physical save: +13 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +17 (+6 eff.) Psi when hit: +0.08 Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | Brenynarinik the drakeskin leather gloves (0 def, 15 armour) Brenynarinik the drakeskin leather gloves (0 def, 15 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Armour: +15 Damage (Melee): 15 physical Changes stats: +10 Str / +9 Dex / +6 Wil / +9 Cun / +9 Con Changes damage: +11% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Vim when firing critical spell: +2.00 Maximum mana: +60.00 Spellpower: +4 (+0 eff.) When used to modify unarmed attacks: Power: 177% Range: 1.1x Uses stats: 72% Wil, 82% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +14 physical Burst (radius 2) on crit: +15 physical It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | Torchmistress the steel ring Torchmistress the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Spell save: +20 (+5 eff.) Mental save: +7 (+3 eff.) Disease immunity: +30% Confusion immunity: +26% Rings can have magical properties. |
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 35 power out of 50/50) : Effective talent level: 2.0 Power cost: 35 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 102 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Moldpeal the iron steamsaw (160% power, 0 apr) Moldpeal the iron steamsaw (160% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 161% Range: 1.5x Uses stats: 135% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% Attack speed: 100% Block value: +10 Damage (Melee): +20 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 nature Changes resistances: +9% nature Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Blastnull the drakeskin leather belt Blastnull the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +7 Dex / +6 Cun / +10 Lck Changes resistances: +12% lightning / +9% temporal Changes damage: +6% lightning / +12% temporal Trap disarming bonus: +28 Stealth bonus: +11 Spell save: +17 (+4 eff.) Maximum life: +74.00 Maximum mana: +69.00 Maximum stamina: +52.00 Maximum hate: +17.00 Maximum psi: +26.00 Maximum vim: +32.00 Maximum pos.energy: +36.00 Maximum neg.energy: +40.00 Infravision radius: +6 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
| In off hand | Heatmarrow the dwarven-steel steamsaw (172% power, 14 apr) Heatmarrow the dwarven-steel steamsaw (172% power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 173% Range: 1.5x Uses stats: 135% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +47 On weapon crit: * wounds the target reducing their healing Damage (Melee): +6 light / +11 darkness Burst (radius 1) on hit: +4 fire Damage against: +11% Undead / +8% Living Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +4 Mag Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Neryda' (6 def, 15 armour) drakeskin leather armour 'Neryda' (6 def, 15 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +15 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +2 Str / +3 Dex / +3 Mag Changes resistances: +30% lightning / +14% cold / +6% mind / +13% acid Changes damage: +3% mind Allows you to breathe in: water Life regen: +12.80 Healing mod.: +23% A suit of armour made of leather. |
Inventory
steam generator implant of the sneak (steam 18) steam generator implant of the sneak (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.3 steam per turn. Can be activated for an instant burst of 91 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Icy Kill (186% power, 10 apr) Icy Kill (186% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 186% Range: 1.3x Uses stats: 30% Wil, 92% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
iron longsword (162% power, 2 apr) iron longsword (162% power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 162% Range: 1.4x Uses stats: 135% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Staff of Destruction (171% power, 4 apr, cold element) Staff of Destruction (171% power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 200% Mag, 30% Wil Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Durilezor (178% power, 15 apr) Durilezor (178% power, 15 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 179% Range: 1.4x Uses stats: 135% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +4.5% Attack speed: 111% Damage Shield penetration (this weapon only): +33% When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +8 (+1 eff.) Changes stats: +1 Dex Stamina each turn: +0.80 One-handed war axes. |
Hyfast (184% power, 5 apr) Hyfast (184% power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 185% Range: 1.4x Uses stats: 135% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +10 cold Burst (radius 1) on hit: +4 arcane When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes resistances penetration: +25% acid / +25% fire / +22% cold / +15% arcane / +23% lightning One-handed war axes. |
acidic steel waraxe of daylight (162% power, 3 apr) acidic steel waraxe of daylight (162% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 162% Range: 1.4x Uses stats: 135% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 light Damage against: +8% Undead One-handed war axes. |
steel waraxe 'Corruptionhash' (164% power, 3 apr) steel waraxe 'Corruptionhash' (164% power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 164% Range: 1.4x Uses stats: 135% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 acid / +6 mind / +4 nature Burst (radius 1) on hit: +8 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
Beyrominik the pair of iron boots (0 def, 8 armour) Beyrominik the pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes resistances penetration: +15% mind Changes damage: +6% mind Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of hardened leather boots 'Lustremight' (10 def, 3 armour) pair of hardened leather boots 'Lustremight' (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +3 Cun / +3 Dex Changes resistances: +6% light Changes resistances penetration: +15% light Spell crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 161% Range: 1.4x Uses stats: 72% Wil, 82% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 127.39 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
insulating rough leather cap of the depths (0 def, 1 armour) insulating rough leather cap of the depths (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Allows you to breathe in: water A cap made of leather. |
dwarven-steel mail armour of stability (3 def, 8 armour) dwarven-steel mail armour of stability (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +6% physical Physical save: +12 (+3 eff.) A suit of armour made of mail. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
Blazebloom (4 def, 9 armour) Blazebloom (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Effects on melee hit: * 15% chance to daze Changes resistances: +12% blight / +14% nature / +18% lightning Changes damage: +6% lightning Reduced damage from: +8% Unnatural A suit of armour made of metal plates. |
233 alchemist agate 233 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 power out of 276/400. 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By OgreMR the Ogre Adventurer level 34
3rd Summertide 122nd year of Ascendancy at 17:17 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By OgreMR the Ogre Adventurer level 33
3rd Summertide 122nd year of Ascendancy at 02:55 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By OgreMR the Ogre Adventurer level 40
4th Flare 122nd year of Ascendancy at 10:47 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By OgreMR the Ogre Adventurer level 34
3rd Summertide 122nd year of Ascendancy at 16:56 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By OgreMR the Ogre Adventurer level 10
4th Mirth 122nd year of Ascendancy at 21:53 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By OgreMR the Ogre Adventurer level 20
2nd Summertide 122nd year of Ascendancy at 17:26 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By OgreMR the Ogre Adventurer level 30
2nd Summertide 122nd year of Ascendancy at 19:17 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By OgreMR the Ogre Adventurer level 40
4th Flare 122nd year of Ascendancy at 10:47 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By OgreMR the Ogre Adventurer level 50
6th Flare 122nd year of Ascendancy at 08:29 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By OgreMR the Ogre Adventurer level 43
4th Flare 122nd year of Ascendancy at 12:16 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By OgreMR the Ogre Adventurer level 45
4th Flare 122nd year of Ascendancy at 21:02 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By OgreMR the Ogre Adventurer level 33
3rd Summertide 122nd year of Ascendancy at 05:41 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By OgreMR the Ogre Adventurer level 32
2nd Summertide 122nd year of Ascendancy at 20:39 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By OgreMR the Ogre Adventurer level 34
3rd Summertide 122nd year of Ascendancy at 17:17 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By OgreMR the Ogre Adventurer level 14
9th Mirth 122nd year of Ascendancy at 02:01 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By OgreMR the Ogre Adventurer level 34
3rd Summertide 122nd year of Ascendancy at 17:17 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By OgreMR the Ogre Adventurer level 38
4th Flare 122nd year of Ascendancy at 10:30 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By OgreMR the Ogre Adventurer level 45
5th Flare 122nd year of Ascendancy at 16:30 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By OgreMR the Ogre Adventurer level 23
2nd Summertide 122nd year of Ascendancy at 17:30 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By OgreMR the Ogre Adventurer level 10
4th Mirth 122nd year of Ascendancy at 21:53 see stats
Log
Saving done.
OgreMR deactivates Elemental Harmony.
OgreMR deactivates Willful Tormenter.
OgreMR deactivates Blood Vengeance.
OgreMR deactivates Total Thuggery.
OgreMR deactivates Inner Power.
OgreMR deactivates Arcane Feed.
OgreMR deactivates Beyond the Flesh.
OgreMR deactivates Arcane Combat.
OgreMR deactivates Shadow Combat.
OgreMR deactivates Kinetic Shield.
OgreMR deactivates Deflection.
OgreMR deactivates Gloom.
OgreMR deactivates Daunting Presence.
OgreMR deactivates Overheat Saws.
OgreMR deactivates Overkill.
OgreMR deactivates Shock Hands.
OgreMR deactivates Precision.
OgreMR deactivates Keen Senses.
OgreMR deactivates Stone Skin.
OgreMR deactivates Abyssal Shield.
OgreMR deactivates Thermal Shield.
OgreMR deactivates Shadow Feed.
OgreMR deactivates Tempest of Metal.
OgreMR deactivates Spellcraft.
OgreMR deactivates Augmentation.
OgreMR deactivates Fiery Hands.
OgreMR deactivates Mow Down.
OgreMR deactivates Quicken Spells.
