










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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. Proper Possession 1.7.0
Frequently Asked Questions: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines 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 1.7.0Official 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 | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 13 / 22% |
Size | huge |
Lifes / Deaths | Killed by elven tempest at level 5 on the 78th Pyre 122nd year of Ascendancy at 07:56 0 / 5Killed by giant venus flytrap at level 5 on the 79th Pyre 122nd year of Ascendancy at 05:26 Killed by Daayyo the thalore at level 12 on the 9th Flare 122nd year of Ascendancy at 07:31 Killed by Aleeznd the Guardian at level 13 on the 4th Dusk 122nd year of Ascendancy at 23:46 Killed by Aleeznd the Guardian at level 13 on the 5th Dusk 122nd year of Ascendancy at 00:20 |
Primary Stats
Strength | 50 (base 39) |
Dexterity | 20 (base 18) |
Constitution | 17 (base 12) |
Magic | 20 (base 16) |
Willpower | 8 (base 10) |
Cunning | 16 (base 13) |
Resources
Life | -24/500 |
Stamina | 75/131 |
Vim | 128/148 |
Healing Factor | 1.062941519274 |
Regeneration | 4.5175014569146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 84 |
Accuracy | 30 |
Crit Chance | 7% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Arcane | +3% |
Light | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Arcane | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 48.08934837382 (81.151787968034%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 29 |
Physical Save | 21 |
Spell Save | 27 |
Mental Save | 8 |
Defense: Resistances
Darkness | + 3%( 70%) |
Light | + 27%( 70%) |
Fire | + 11%( 70%) |
Cold | + 16%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Disarm Resistance | 23% |
Confusion Resistance | 20% |
Silence Resistance | 21% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 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 |
| 3/5 |
| 0/5 |
| 1/5 |
| 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. | 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 lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. | active |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Res.pen +10% arcane +15% blight Melee Ret 4 light ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- 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 | ![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 214 Base Damage: 100 Armor: 2 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +23.00 Disarm- +23% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% light Res.pen +5% nature Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+6 eff.) Resists +22% light +6% fire Max.HP +40.00 HP.reg +4.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Armour +6 Resists +3% darkness Spell.save +6 (+3 eff.) ---------- misc Infravis +2 Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 light Dmg.mod +4% light +3% arcane ----- def ----- Armour +1 Resists +5% light 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 | ![]() 17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +3% mind Melee Ret 4 mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold ---------- misc Psi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 6.89 cold and 6.89 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Defense +5 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 52.75 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. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +9 (+4 eff.) Dmg.mod +20% blight +3% mind +6% lightning Res.pen +5% lightning +10% mind Melee Ret 4 lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical ----- def ----- Armour +3 Hardiness +4% Phys.save +10 (+5 eff.) Spell.save +7 (+4 eff.) Mind.save +8 (+8 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Psionic Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +4 acid On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +3% Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Resists +6% darkness Massive two-handed mauls. |
![]() 5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +12 lightning On Hit: * 10% chance to slow global speed by 44% While equipped: dps ---------- Dmg.mod +15% nature Res.pen +5% physical Acc +7 (+4 eff.) Apr +6 ----- def ----- Resists +6% lightning Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +7 Str +3 Dex dps ---------- Dmg.mod +8% physical Acc +7 (+4 eff.) ---------- misc See.Invis +9 Sharp, long, and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +22% Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T3 shot ammo Reqs Dex 24 [Rare] Arcane Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Ranged+ +11 light +4 darkness +8 arcane Against +12% Undead On Hit.r1 +16 light +4 arcane +12 darkness Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+8 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T2 cloth armor [Normal] While equipped: ----- def ----- Resists +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +19% acid +3% lightning +6% mind +11% all Spell.save +9 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +17% acid A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +19% lightning A suit of armour made of mail. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +17% acid A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Ego] Arcane While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% arcane Spell.save +10 (+5 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +6% cold Phys.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% mind ----- def ----- Defense +1 (+1 eff.) Resists +10% mind ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold 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 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 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 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 [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 67.54 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 67.54 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 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. |
Achievements
By Brian the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 05:41 see stats
By Brian the Ogre Doombringer level 10
1st Summertide 122nd year of Ascendancy at 06:06 see stats
By Brian the Ogre Doombringer level 1
75th Pyre 122nd year of Ascendancy at 01:38 see stats
Log
Brian hits Wretchling for 111 physical, 6 light, 4 mind, 3 fire, 12 fire (136 total damage).
Brian slows down.
Aleeznd the Guardian's caustic mire area effect hits Brian for (24 absorbed), 0 acid (0 total damage).
Wretchling misses Brian.
Aleeznd the Guardian's Channel Staff hits Brian for (53 absorbed), 0 acid (0 total damage).
Talent Burning Sacrifice is ready to use.
Burning from Brian hits Wretchling for 6 fire damage.
Acid Splash from Wretchling hits Brian for (8 absorbed), 0 acid (0 total damage).
You collect a new ingredient: wretchling eyeball (1).
Brian's weapon surges with fire!
Brian hits Wretchling for 126 physical damage.
Aleeznd the Guardian misses Brian.
Brian killed Wretchling!
Acid Splash from Wretchling hits Brian for (8 absorbed), 0 acid (0 total damage).
Aleeznd the Guardian casts Channel Staff.
Your shield crumbles under the damage!
The shield around Brian crumbles.
Aleeznd the Guardian's Channel Staff hits Brian for (8 absorbed), 46 acid (46 total damage).
Brian's is no longer blazing.
Aleeznd the Guardian begins to fear you.
Aleeznd the Guardian is on fire!
Brian hits Aleeznd the Guardian for 134 physical, 6 light, 2 mind, 4 fire, 15 fire (160 total damage).
Brian speeds up.
Burning from Brian hits Aleeznd the Guardian for 6 fire damage.
Acid Splash from Aleeznd the Guardian hits Brian for 12 acid damage.
Aleeznd the Guardian casts Channel Staff.
Aleeznd the Guardian's Channel Staff hits Brian for 54 acid damage.
Brian the level 13 ogre doombringer was dissolved to death by Aleeznd the Guardian on level 1 of Ruined Dungeon.