Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Doombringer |
Level / Exp | 14 / 14% |
Size | big |
Lifes / Deaths | Killed by Xythra the green worm mass at level 14 on the 34th Haze 122nd year of Ascendancy at 22:03 / 1 |
Primary Stats
Strength | 42 (base 39) |
Dexterity | 9 (base 10) |
Constitution | 16 (base 16) |
Magic | 41 (base 25) |
Willpower | 8 (base 10) |
Cunning | 16 (base 11) |
Resources
Life | -63/487 |
Stamina | 12/134 |
Vim | 111/160 |
Healing Factor | 1.3045771506545 |
Regeneration | 0.32614428766363 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 25.815289237657 |
See Invisible | 24.815289237657 |
Offense: Mainhand
Damage | 79 |
Accuracy | 32 |
Crit Chance | 17% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Temporal | +4% |
Blight | +6% |
Physical | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Physical | +5% |
Acid | +5% |
Defense: Base
Armour (hardiness) | 24.335093952971 (47.857809501309%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 20 |
Physical Save | 23 |
Spell Save | 35 |
Mental Save | 25 |
Defense: Resistances
Acid | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 9%( 70%) |
Light | + 12%( 70%) |
Temporal | + 9%( 70%) |
Lightning | + 9%( 70%) |
Fire | + 9%( 70%) |
Mind | + 5%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Stun Resistance | 20% |
Disarm Resistance | 21% |
Poison Resistance | 10% |
Knockback Resistance | 42% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 167 damage for 8 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 73 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
Corruption / Torture | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 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 |
| 0/5 |
| 2/5 |
| 3/5 |
| 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 must explore the renegade Shaloren camp. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Salina the skeleton warrior. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' | 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 within3 lumberjacks have died. | done |
Equipment
On feet | Xerelevena the pair of dwarven-steel boots (0 def, 12 armour) Xerelevena the pair of dwarven-steel boots (0 def, 12 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +12 Fatigue +3% Resists +5% arcane Die.at -60.00 life Heal.mod +5% Stun/Frz- +10% ---------- 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. |
Light source | brass lantern 'Layawen' brass lantern 'Layawen'2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% physical Res.pen +5% physical ----- def ----- Defense +15 (+7 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm 'Hurustir' (0 def, 3 armour) iron helm 'Hurustir' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +6% fire +3% darkness +6% cold Spell.save +3 (+1 eff.) Silence- +20% Knockbk- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | cleansing elm totem of summon tentacle [power 100] (25 cooldown) cleansing elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 104 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | Eclipseire the copper ring Eclipseire the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% acid +5% darkness Acc +7 (+4 eff.) Apr +8 Melee Ret 4 acid ----- def ----- Defense +7 (+3 eff.) Resists +9% lightning 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 3 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 102% 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! |
On fingers | savior's copper ring of tenacity savior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
Around waist | Kiblek Kiblek1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +6% blight Phasing +10% ----- def ----- Resists +6% light +6% darkness Spell.save +3 (+1 eff.) ---------- misc Mana/s.crit +1.00 A belt that goes around your waist. |
In main hand | Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 139% Range: 1.3x Uses 10% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem 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. |
On hands | Hellfame the rough leather gloves (0 def, 1 armour) Hellfame the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Resists +6% temporal +3% fire +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Main armor | iron mail armour 'Gilasagorn' (2 def, 4 armour) iron mail armour 'Gilasagorn' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +5% mind Mind.save +11 (+6 eff.) Max.HP +20.00 Heal.mod +20% Poison- +10% Stun/Frz- +10% A suit of armour made of mail. |
Cloak | Nimbusflash (1 def, 0 armour) Nimbusflash (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Defense +1 (+0 eff.) Resists +6% light +3% temporal Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Cloudslice' copper amulet 'Cloudslice'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Dmg.mod +3% physical Apr +1 Melee Ret 6 lightning ----- def ----- Armour +2 Amulets make your neck look great! |
Inventory
stabilizing steel amulet of cunning (+4) stabilizing steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +23% Amulets make your neck look great! |
Nimbusmaster (142% power, 2 apr) Nimbusmaster (142% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Nature Power 143% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +10 Con +10 Wil ----- def ----- Resists +6% lightning Crit.chn- 5.00% Max.HP +72.00 Poison- +10% Pinning- +20% Stun/Frz- +20% Massive two-handed battleaxes. |
acidic steel battleaxe of amnesia (123% power, 2 apr) acidic steel battleaxe of amnesia (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Massive two-handed battleaxes. |
balanced steel greatmaul of massacre (146% power, 2 apr) balanced steel greatmaul of massacre (146% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master Power 147% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +35% Massive two-handed mauls. |
flaming dwarven-steel longsword of massacre (137% power, 4 apr) flaming dwarven-steel longsword of massacre (137% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 137% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
hateful steel mace of the mystic (110% power, 3 apr) hateful steel mace of the mystic (110% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Psionic Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +8 (+2 eff.) Blunt and deadly. |
Duskspawner (120% power, 4 apr, darkness element) Duskspawner (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% darkness +6% physical Res.pen +25% physical ----- def ----- Armour +4 Resists +3% darkness HP.reg +1.00 Heal.mod +13% ---------- misc Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Yvokira' (120% power, 4 apr, darkness element) yew starstaff 'Yvokira' (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 7 ----- def ----- Resists +3% acid +6% temporal +3% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Belessra the Tidepassion (5 def, 7 armour) Belessra the Tidepassion (5 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% cold ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +2% Disarm- +10% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of dexterity (+4) (0 def, 2 armour) hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +13 (+7 eff.) ----- def ----- Armour +2 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. |
hardened leather cap 'Isinor' (0 def, 3 armour) hardened leather cap 'Isinor' (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +8 Cun +4 Wil dps ---------- Crit.mult +15.00% Mind.pwr +4 (+4 eff.) Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.psi +10.00 A cap made of leather. |
Mireknight the cured leather armour (6 def, 4 armour) Mireknight the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% nature Res.pen +5% nature Melee Ret 10 nature ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +4.30 ---------- misc Stam/turn +0.70 Infravis +3 A suit of armour made of leather. |
dwarven-steel shield (0 def, 6 armour, 133% power, 77.5 block) dwarven-steel shield (0 def, 6 armour, 133% power, 77.5 block)7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 134% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
51 alchemist agate 51 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Dayquench the iron pickaxe (dig speed 36 turns) Dayquench the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +3% light ----- def ----- Resists +3% blight +9% temporal +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 ametrine 2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Igrata the Ogre Doombringer level 10
79th Dusk 122nd year of Ascendancy at 00:38 see stats
By Igrata the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 20:40 see stats
By Igrata the Ogre Doombringer level 10
2nd Flare 122nd year of Ascendancy at 14:14 see stats
By Igrata the Ogre Doombringer level 10
46th Dusk 122nd year of Ascendancy at 07:57 see stats
By Igrata the Ogre Doombringer level 7
10th Mirth 122nd year of Ascendancy at 05:43 see stats
By Igrata the Ogre Doombringer level 13
28th Haze 122nd year of Ascendancy at 22:08 see stats
Log
Igrata casts Ogric Wrath.
Igrata enters an ogric frenzy.
Igrata casts Draining Assault.
Igrata misses War hound.
Igrata misses War hound.
Talent Burning Sacrifice is ready to use.
Thorn Grab from Xythra the green worm mass hits Igrata for (2 abyssal shield), 2 nature (2 total damage).
War hound hits Igrata for (7 abyssal shield), 34 physical (34 total damage).
Melee retaliation hits War hound for 5 acid, 9 fire, 10 blight, 7 lightning (30 total damage).
War hound hits Igrata for (7 abyssal shield), 36 physical (36 total damage).
Melee retaliation hits War hound for 5 acid, 9 fire, 10 blight, 7 lightning (31 total damage).
War hound hits Igrata for (7 abyssal shield), 31 physical (31 total damage).
Melee retaliation hits War hound for 5 acid, 9 fire, 10 blight, 7 lightning (30 total damage).
Thorn Grab from Xythra the green worm mass hits Igrata for (2 abyssal shield), 2 nature (2 total damage).
Thorn Grab from Xythra the green worm mass hits Igrata for (2 abyssal shield), 2 nature (2 total damage).
Igrata is no longer out of phase.
Thorn Grab from Xythra the green worm mass hits Igrata for (2 abyssal shield), 2 nature (2 total damage).
Thorn Grab from Xythra the green worm mass hits Igrata for (3 abyssal shield), 3 nature (3 total damage).
Igrata's surge ends.
Talent Draining Assault is ready to use.
Thorn Grab from Xythra the green worm mass hits Igrata for (3 abyssal shield), 3 nature (3 total damage).
Talent Detonating Charge is ready to use.
Talent Abduction is ready to use.
Thorn Grab from Xythra the green worm mass hits Igrata for (3 abyssal shield), 3 nature (3 total damage).
Igrata the level 14 ogre doombringer was slimed to death by Xythra the green worm mass on level 1 of Sandworm lair.