











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
OldRPG Redeemed - Music Mod - 1 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
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 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:
OldRPG Redeemed - Music Mod - 2 of 2 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
CN Showing Items Tier in Inventory 1.7.4This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 24 / 63% |
Size | big |
Lifes / Deaths | Killed by Isludathra the cutpurse at level 23 on the 7th Regrowth 123rd year of Ascendancy at 03:36 / 2Killed by Poreta the giant yellow ant at level 24 on the 25th Regrowth 123rd year of Ascendancy at 14:33 |
Primary Stats
Strength | 63 (base 54) |
Dexterity | 64 (base 35) |
Constitution | 26 (base 12) |
Magic | 24 (base 12) |
Willpower | 20 (base 10) |
Cunning | 35 (base 21) |
Resources
Life | -27/783 |
Mana | 0/288 |
Stamina | 175/194 |
Vim | 41/200 |
Healing Factor | 1.4116586254955 |
Regeneration | 8.8228664093468 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 4 |
Offense: Mainhand
Damage | 108 |
Accuracy | 56 |
Crit Chance | 26% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 20 |
Accuracy | 56 |
Crit Chance | 33% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Mind | +12% |
Darkness | +16% |
Physical | +26% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Physical | +20% |
All | 0% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 14 (38.594633868923%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 28 |
Mental Save | 35 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 23%( 70%) |
Physical | + 26%( 70%) |
Cold | + 35%( 70%) |
All | + 18%( 70%) |
Lightning | + 40%( 70%) |
Light | + 20%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 23%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 34%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 10% |
Poison Resistance | 33% |
Bleed Resistance | 40% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 5 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 46 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 711% 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 Constitution stat. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 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 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed orc heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed giant spider spinneret. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +9 Fatigue +2% Resists +3% light +3% fire Phys.save +21 (+7 eff.) Mind.save +11 (+5 eff.) Poison- +20% Stun/Frz- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Phys.save +7 (+2 eff.) Max.HP +43.00 Heal.mod +14% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +6% temporal +10% physical A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +3 Cun dps ---------- Crit.mult +10.00% Acc +18 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% fire ---------- misc Psi/ret +0.12 Hate/m.crit +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Armour +3 Resists +16% acid +12% lightning +16% cold +14% fire +3% all Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +13% Disease- +11% ---------- misc Light +4 Infravis +4 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 Heal.mod +14% Cut- +40% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Ego++] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Res.pen +10% physical Acc +12 (+4 eff.) Apr +9 Massive two-handed swords. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Con ----- def ----- Defense +10 (+4 eff.) Max.HP +32.00 HP.reg +4.00 ---------- misc Light +2 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Defense +1 (+1 eff.) Resists +3% mind ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +11% lightning +13% physical +16% darkness +11% cold +12% mind Res.pen +15% nature ----- def ----- Resists +10% lightning +24% darkness +5% cold +3% mind +11% all Mind.save +20 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +6% darkness Melee Ret 4 darkness ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +1% S.pwr/crit +3 ----- def ----- Resists +12% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.15 Vim/s.crit +1.00 Max.mana +23.00 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid +6% arcane +9% mind ----- def ----- Resists +3% acid +3% mind +5% arcane Phys.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% temporal ----- def ----- Defense +6 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 73.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +20 blight While equipped: Stats +6 Mag dps ---------- Spell.pwr +10 (+5 eff.) Res.pen +10% lightning +5% arcane Acc +9 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +35% ---------- misc Mana/s.crit +1.00 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Con +12 Wil ----- def ----- Max.HP +44.00 Massive two-handed swords. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +4 Dex +5 Mag +5 Wil +5 Cun +5 Con Sharp, short and deadly. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +9% all Poison- +25% Disease- +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +7% blight +5% cold +5% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +7 Dex +10 Mag +10 Wil +5 Cun +5 Lck dps ---------- Spell.crit +4% Phys.pwr +15 (+5 eff.) Spell.pwr +7 (+3 eff.) ----- def ----- Armour +4 Mind.save +5 (+3 eff.) Stealth +8 Die.at -20.00 life ---------- misc T.Disarm +26 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Mag dps ---------- Crit.mult +10.00% Res.pen +25% physical Apr +2 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Dex +4 Mag +4 Wil +2 Cun +3 Con dps ---------- Spell.crit +5% Dmg.mod +12% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Defense +2 (+1 eff.) Resists +3% blight Spell.save +5 (+2 eff.) ---------- misc Stam/turn +0.50 Masteries +0.30 Technique/Combat training 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 feet armor [Rare] Master While equipped: Stats +3 Str +5 Mag ----- def ----- Armour +1 Fatigue -5% Resists +9% blight +6% light Phys.save +6 (+2 eff.) Spell.save +12 (+6 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +2 Str +4 Wil +3 Cun +3 Con dps ---------- Dmg.mod +6% acid +3% cold Res.pen +25% cold ----- def ----- Armour +3 Fatigue -5% Phys.save +13 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +8 (+4 eff.) ---------- misc Max.enc +34 Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 6 mind Dmg.mod +4% mind +4% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% mind 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +6 Con dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +3 See.Invis +21 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +6 Mag dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +7% cold ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex ----- def ----- Resists +3% darkness +2% physical Heal.mod +20% Disease- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Wil +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +3% darkness ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +25 (+12 eff.) Dmg.mod +12% physical Acc +5 (+2 eff.) ----- def ----- Armour +2 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +7 Mag dps ---------- Res.pen +10% light ----- def ----- Crit.chn- 10.00% ---------- misc See.Invis +3 Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 37. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Itron the Ogre Doombringer level 22
1st Wintertide 123rd year of Ascendancy at 03:49 see stats
By Itron the Ogre Doombringer level 6
77th Pyre 122nd year of Ascendancy at 17:00 see stats
By Itron the Ogre Doombringer level 10
8th Haze 122nd year of Ascendancy at 17:53 see stats
By Itron the Ogre Doombringer level 20
66th Haze 122nd year of Ascendancy at 05:28 see stats
By Itron the Ogre Doombringer level 23
7th Regrowth 123rd year of Ascendancy at 10:39 see stats
By Itron the Ogre Doombringer level 20
6th Decay 122nd year of Ascendancy at 20:14 see stats
By Itron the Ogre Doombringer level 10
8th Haze 122nd year of Ascendancy at 18:11 see stats
By Itron the Ogre Doombringer level 23
11st Regrowth 123rd year of Ascendancy at 02:53 see stats
By Itron the Ogre Doombringer level 14
31st Haze 122nd year of Ascendancy at 20:01 see stats
By Itron the Ogre Doombringer level 23
10th Regrowth 123rd year of Ascendancy at 09:34 see stats
By Itron the Ogre Doombringer level 17
42nd Haze 122nd year of Ascendancy at 07:53 see stats
By Itron the Ogre Doombringer level 23
7th Regrowth 123rd year of Ascendancy at 03:36 see stats
Log
Itron performs a melee critical strike against Poreta the giant yellow ant!
Poreta the giant yellow ant is disabled.
Poreta the giant yellow ant shrugs off Itron's 'Fiery Torment'!
Itron hits Poreta the giant yellow ant for (137 to psi shield), 0 physical, 2 fire, (39 to psi shield), 0 physical, 2 fire (5 total damage).
Burning from Itron hits War hound for 16 fire damage.
Melee retaliation hits Itron for (4 abyssal shield), 4 physical, (4 abyssal shield), 4 physical (7 total damage).
The protective shield of Itron disappears.
Itron is no longer transformed.
Talent Draining Assault is ready to use.
Talent Incinerating Blows is ready to use.
Itron casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Melee retaliation hits Poreta the giant yellow ant for 10 blight, 11 fire (21 total damage).
Burning from Itron hits Poreta the giant yellow ant for 18 fire damage.
Poreta the giant yellow ant's Beyond the Flesh hits Itron for (14 abyssal shield), 45 physical, (3 abyssal shield), 3 nature, (9 abyssal shield), 9 physical (58 total damage).
Mindrot hits Itron for (3 abyssal shield), 3 mind, (2 abyssal shield), 2 darkness (5 total damage).
Poreta the giant yellow ant shrugs off Itron's 'Burning Shock'!
War hound resists Itron's 'Burning Shock'!
War hound stops burning.
Itron hits Poreta the giant yellow ant for (161 to psi shield), 0 physical, 2 fire, (29 to psi shield), 0 physical, 2 fire (5 total damage).
Melee retaliation hits Itron for (3 abyssal shield), 3 physical, (4 abyssal shield), 4 physical (6 total damage).
Poreta the giant yellow ant uses Kinetic Strike.
Poreta the giant yellow ant performs a melee critical strike against Itron!
Itron is recovering from the damage!
Itron is no longer being stalked by Poreta the giant yellow ant.
Itron is pinned to the ground.
Poreta the giant yellow ant hits Itron for (13 abyssal shield), 625 physical (625 total damage).
Melee retaliation hits Poreta the giant yellow ant for 10 blight, 11 fire (20 total damage).
Itron the level 24 ogre doombringer was chopped into tiny pieces to death by Poreta the giant yellow ant on level 2 of Old Forest.