










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog 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 | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 21 / 94% |
| Size | big |
| Lifes / Deaths | Killed by Ce'Ninn the treant at level 21 on the 9th Pyre 123rd year of Ascendancy at 17:46 / 1 |
Primary Stats
| Strength | 64 (base 50) |
| Dexterity | 26 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 52 (base 39) |
| Willpower | 12 (base 10) |
| Cunning | 22 (base 11) |
Resources
| Life | -291/697 |
| Stamina | 173/235 |
| Vim | 153/197 |
| Healing Factor | 1.4660311219418 |
| Regeneration | 13.560787877962 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 128 |
| Accuracy | 44 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +8% |
| Physical | +8% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.723073231957 (96.438666929426%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 18 |
| Physical Save | 33 |
| Spell Save | 28 |
| Mental Save | 17 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Lightning | + 16%( 70%) |
| Nature | + 10%( 70%) |
| Darkness | + 3%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 3%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 29% |
| Disarm Resistance | 0% |
| Stun Resistance | 79% |
| Instadeath Resistance | 100% |
| Silence Resistance | 26% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 78 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 63.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 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 grave | 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 lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | 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 Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 AlchemistsUngrol 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 minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Voryba (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Armour +3 Spell.save +15 (+8 eff.) Silence- +26% Confus- +29% Stun/Frz- +25% ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 A pair of boots made of leather. |
| Light source | brass lantern 'Isuna'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Con ----- def ----- Resists +3% blight +3% cold +3% physical Phys.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Cuthodir' (16 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +16 (+8 eff.) Die.at -60.00 life ---------- misc Psi/turn +0.12 Max.stam +20.00 A pointy cloth hat, very wizardly... |
| Tool | Glavena the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 4 physical ----- def ----- Fatigue -5% Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Stam/turn +2.00 Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | marksman's copper ring of life =4 dex=0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Max.HP +42.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
| Around waist | rough leather belt 'Radianceumbra'1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Armour +2 Defense +10 (+5 eff.) Max.HP +30.00 ---------- misc Light +3 A belt that goes around your waist. |
| In main hand | Tirakai's Maul (154% power, 9 apr)5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 155% Range: 1.3x Uses 10% Mag, 120% Str Dmg Cold Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +36 ice While equipped: Stats +6 Dex +6 Cun +6 Mag dps ---------- Dmg.mod +12% cold ----- def ----- Stun/Frz- +30% Quartz: Cold 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 | heroic iron gauntlets (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +1% Mind.save +6 (+4 eff.) Max.HP +41.00 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. |
| Main armor | impenetrable iron plate armour of the deep (0 def, 15 armour) =Water=17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 Fatigue +22% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
| Cloak | Kozor the Coalpassion (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +3% darkness Die.at -60.00 life ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of dexterity (+4) =4 dex=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +16% lightning Stun/Frz- +24% Amulets make your neck look great! |
Inventory
shatter afflictions rune of the wizard (absorb 72; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 72 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blindquill0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% light +15% cold Mind.save +7 (+5 eff.) Confus- +13% ---------- misc Psi/ret +0.16 Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
steel battleaxe 'Duvarin' (143% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 144% 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: * 20% chance to reduce all saves and defense by 14 * Create an explosion dealing 71 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +7% lightning +9% physical Acc +7 (+2 eff.) Apr +10 ----- def ----- Resists +3% mind Massive two-handed battleaxes. |
Hathigar the Quenchkiller (112% power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 cold While equipped: Stats +11 Cun +2 Mag dps ---------- Res.pen +7% physical Acc +10 (+3 eff.) Apr +8 ---------- misc See.Invis +6 Sharp, long, and deadly. |
Chillgasher the steel shield (0 def, 4 armour, 39.5 block) =2 dex=7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +2 Dex dps ---------- Dmg.mod +6% blight +6% cold Melee Ret 5 lightning 1 fire ----- def ----- Armour +4 Fatigue +8% Resists +10% lightning +28% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Xerath (24 def, 23 armour) =12 dex=9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +7 Str +12 Dex +7 Cun dps ---------- Mind.pwr +15 (+7 eff.) Melee+ 7 fire Ranged+ 8 fire ----- def ----- Armour +23 Defense +24 (+11 eff.) Fatigue +8% Resists +6% temporal +17% physical +21% fire Phys.save +9 (+5 eff.) Mind.save +6 (+4 eff.) ---------- misc Equi/ret +0.08 Max.psi +10.00 A suit of armour made of leather. |
Gorequill (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +5 Dex +2 Cun +2 Con dps ---------- Mind.crit +2% Res.pen +25% nature ----- def ----- Armour +9 Fatigue +22% Resists +6% mind Mind.save +19 (+11 eff.) A suit of armour made of metal plates. |
Silerin =Breath=1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +1 Dex dps ---------- S.pwr/crit +2 Res.pen +5% blight ----- def ----- Resists +6% blight Crit.dmg- 10.00% Spell.save +3 (+2 eff.) ---------- misc See.Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Chargebender' (1 def, 0 armour) =2 dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +1 Cun dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tidewild (20 def, 1 armour) =2 dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Melee Ret 4 cold ----- def ----- Armour +1 Defense +20 (+10 eff.) Resists +3% acid +3% fire +6% mind +5% arcane Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 124% 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. A pair of boots made of leather. |
Yvarawen the rough leather gloves (0 def, 1 armour) =4 dex=1.0 T1 hands armor [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Mind.crit +3% Crit.mult +5.00% Melee+ 6 darkness Dmg.mod +4% darkness +9% arcane ----- def ----- Armour +1 Resists +6% darkness Crit.dmg- 5.00% ---------- misc Hate/m.crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yvissra (0 def, 3 armour) =4 dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex +1 Mag +1 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal Crit.dmg- 15.00% ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazewing the dwarven-steel helm (25 def, 4 armour) =20 acc=3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% physical Acc +20 (+6 eff.) ----- def ----- Armour +4 Defense +25 (+12 eff.) Fatigue +4% Resists +6% fire ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
8 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
538 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. |
Silekira the Growcrypt (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +5% cold ----- def ----- Resists +3% acid +5% darkness +6% blight +7% fire +9% nature +6% light Crit.dmg- 5.00% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Meri the Ogre Doombringer level 10
5th Dusk 122nd year of Ascendancy at 21:46 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Meri the Ogre Doombringer level 6
79th Pyre 122nd year of Ascendancy at 05:39 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Meri the Ogre Doombringer level 10
9th Mirth 122nd year of Ascendancy at 16:43 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Meri the Ogre Doombringer level 20
65th Dusk 122nd year of Ascendancy at 19:48 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Meri the Ogre Doombringer level 21
14th Haze 122nd year of Ascendancy at 11:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Meri the Ogre Doombringer level 15
31st Dusk 122nd year of Ascendancy at 06:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Meri the Ogre Doombringer level 10
10th Mirth 122nd year of Ascendancy at 08:18 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Meri the Ogre Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 07:48 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Meri the Ogre Doombringer level 21
72nd Regrowth 123rd year of Ascendancy at 13:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Meri the Ogre Doombringer level 15
32nd Dusk 122nd year of Ascendancy at 19:03 see stats
Log
Poison from Ce'Ninn the treant hits Meri for (54 abyssal shield), 84 nature (84 total damage).
Burning from Meri hits Bloated ooze for 22 fire damage.
Melee retaliation hits Bloated ooze for 3 physical, 12 blight, 12 fire (27 total damage).
Bloated ooze hits Meri for (0 abyssal shield), 0 nature (0 total damage).
Ce'Ninn the treant speeds up.
Ce'Ninn the treant uses Mind Sear.
Ce'Ninn the treant shares damage with his oozes!
Ce'Ninn the treant converts some damage to Psi!
Ce'Ninn the treant hits Meri for (2 abyssal shield), 2 mind, (53 abyssal shield), 184 mind (186 total damage).
Burning from Meri hits Ce'Ninn the treant for 5 to psi, 7 fire (13 total damage).
Meri uses Infusion: Movement.
Meri is moving at extreme speed!
Talent Incinerating Blows is ready to use.
Poison from Ce'Ninn the treant hits Meri for (52 abyssal shield), 106 nature (106 total damage).
Something hits Meri for (2 abyssal shield), 2 mind (2 total damage).
Meri slows down.
Meri aims less carefully.
Talent Draining Assault is ready to use.
Talent Burning Sacrifice is ready to use.
Poison from Ce'Ninn the treant hits Meri for (51 abyssal shield), 107 nature (107 total damage).
Poison from Ce'Ninn the treant hits Meri for (50 abyssal shield), 108 nature (108 total damage).
Poison from Ce'Ninn the treant hits Meri for (49 abyssal shield), 109 nature (109 total damage).
Meri the level 21 ogre doombringer was splurged to death by Ce'Ninn the treant on level 1 of Old Forest.

































































































