










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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 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:
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: Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Doombringer |
Level / Exp | 35 / 43% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 35 on the 48th Dearth 124th year of Ascendancy at 21:27 / 1 |
Primary Stats
Strength | 71 (base 44) |
Dexterity | 9 (base 10) |
Constitution | 81 (base 60) |
Magic | 51 (base 39) |
Willpower | 7 (base 10) |
Cunning | 13 (base 11) |
Resources
Life | -217/1373 |
Stamina | 164/194 |
Vim | 0/244 |
Healing Factor | 1.4252415653743 |
Regeneration | 10.349102048005 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Invisible | 9 |
Offense: Mainhand
Damage | 72 |
Accuracy | 43 |
Crit Chance | 16% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Fire | +12% |
Nature | +14% |
Physical | +14% |
Mind | +14% |
All | +2% |
Offense: Damage Penetration
Mind | +25% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 62.335093952971 (52.857809501309%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 14 |
Physical Save | 47 |
Spell Save | 45 |
Mental Save | 15 |
Defense: Resistances
Acid | + 23%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 39%( 70%) |
All | + 15%( 70%) |
Lightning | + 30%( 70%) |
Light | + 28%( 70%) |
Darkness | + 36%( 70%) |
Fire | + 25%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 76% |
Bleed Resistance | 100% |
Confusion Resistance | 29% |
Disarm Resistance | 40% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 30% |
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 130 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: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Class Talents
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Fearfire | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Oppression | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Silence- +26% Confus- +29% Stun/Frz- +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 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 113.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 113.32 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. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% mind Res.pen +25% mind Melee Ret 10 mind On Hit (Melee): * 20% chance to slow global speed by 45% ----- def ----- Armour +10 Resists +3% lightning +3% cold +3% nature +5% arcane Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +26 (+12 eff.) Res.pen +10% darkness On Hit (Melee): * 10% chance to slow global speed by 45% ----- def ----- Resists +15% lightning +12% darkness +12% fire +5% arcane +9% acid Mind.save +8 (+6 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Rare] Nature Power 169% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +20 nature While equipped: dps ---------- Phys.crit +3.0% Crit.mult +20.00% Dmg.mod +12% nature +12% physical Acc +10 (+3 eff.) Apr +2 ----- def ----- Defense +10 (+5 eff.) Massive two-handed battleaxes. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Str +1 Cun +8 Con ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +6% Resists +15% light +13% darkness Phys.save +7 (+2 eff.) Max.HP +66.00 ---------- misc See.Invis +9 A suit of armour made of mail. |
Cloak | ![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 21 physical Ranged+ 23 physical Dmg.mod +6% fire Melee Ret 10 cold On Hit (Melee): * 16% chance to reduce all saves and defense by 19 On Hit (Ranged): * 15% chance to reduce all saves and defense by 19 ----- def ----- Resists +2% physical +5% arcane +9% cold Spell.save +9 (+3 eff.) Teleport- +20% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% darkness Acc +8 (+3 eff.) ----- def ----- Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+3 eff.) Apr +10 ----- def ----- Defense +9 (+5 eff.) 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 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 112% 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! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Res.pen +10% mind ----- def ----- Resists +6% darkness +3% temporal Spell.save +15 (+5 eff.) Mind.save +21 (+13 eff.) Confus- +32% ---------- misc Equi/ret +0.16 Max.psi +50.00 Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Ego] 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: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 97.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon [Rare] Nature Power 134% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 fire On Hit.r1 +20 cold +8 fire On Crit.r2 +38 lightning +36 cold +8 fire While equipped: dps ---------- Mov.spd +45% Res.pen +24% lightning +24% cold +10% mind ----- def ----- Resists +9% mind Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 146% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 68 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +10% cold Res.pen +10% cold Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 159% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 darkness +32 cold Against +10% Living While equipped: dps ---------- Res.pen +5% cold +12% physical Acc +13 (+4 eff.) Apr +9 ----- def ----- Resists +6% mind +6% cold HP.reg +2.00 Knockbk- +20% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Master Power 181% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex +4 Con ----- def ----- Armour +16 Resists +5% arcane Crit.chn- 15.00% Phys.save +12 (+4 eff.) HP.reg +4.00 Massive two-handed swords. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master/Psionic Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 6 mind 8 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Mind.save +5 (+5 eff.) ---------- misc Max.psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 13 lightning Melee Ret 1 lightning ----- def ----- Armour +8 Fatigue +8% Max.HP +58.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +13 (+7 eff.) Fatigue +12% Mind.save +10 (+7 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego++] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 14 acid 14 fire Melee Ret 12 acid 10 fire ----- def ----- Armour +16 Defense +8 (+4 eff.) Fatigue +22% Resists +12% acid +19% fire Mind.save +14 (+9 eff.) A suit of armour made of metal plates. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +5 (+2 eff.) Dmg.mod +6% cold Res.pen +15% lightning +15% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +9% mind +3% lightning A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Against +32% Summoned ----- def ----- Defense +10 (+5 eff.) Resists +6% acid D.Red.from +22% Summoned Mind.save +6 (+5 eff.) Poison- +20% Confus- +20% A belt that goes around your waist. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +4 Mag +2 Cun dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +5% cold Mind.save +9 (+7 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.pwr +30 (+14 eff.) Dmg.mod +9% nature Melee Ret 4 acid ----- def ----- Armour +4 Fatigue +3% Resists +9% acid ---------- misc Stam/turn +0.80 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.30 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Acc +8 (+3 eff.) ----- def ----- Armour +4 Defense +25 (+13 eff.) Phys.save +6 (+2 eff.) Mind.save +7 (+6 eff.) Disarm- +30% ---------- misc Max.stam +30.00 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. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 165.56 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T4 hands armor [Unique] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 13.11 mind and 11.73 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 14% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 13. Terrified: Deals 2.85 mind and 2.55 darkness damage per turn and increases cooldowns by 22%. Haunted: Causes the target to suffer 5.12 mind and 4.59 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 2.0 T3 head armor [Random Unique] Disrupt/Master While equipped: Stats +5 Str +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +6% light +16% blight +6% cold +7% nature Mind.save +7 (+6 eff.) ---------- misc Light +3 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-9 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.83 mind and 9.69 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 11. Terrified: Deals 2.28 mind and 2.04 darkness damage per turn and increases cooldowns by 19%. Haunted: Causes the target to suffer 4.27 mind and 3.82 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Armour +7 Fatigue +4% Resists +15% fire Spell.save +12 (+4 eff.) ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% light Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Armour +5 Fatigue +5% Resists +15% acid Phys.save +24 (+8 eff.) ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +2 Wil dps ---------- Res.pen +10% physical Melee Ret 6 physical ----- def ----- Armour +8 Defense +25 (+13 eff.) Mind.save +8 (+6 eff.) Die.at -40.00 life ---------- misc Light +4 See.Stealth +13 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Res.pen +13% all Apr +13 Melee Ret 6 physical ----- def ----- Defense +5 (+3 eff.) Resists +12% nature +9% darkness ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Resists +12% nature Die.at -20.00 life Knockbk- +20% Teleport- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +8 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Orhm the Whitehoof Doombringer level 35
48th Dearth 124th year of Ascendancy at 14:30 see stats
By Orhm the Whitehoof Doombringer level 10
30th Retaking 124th year of Ascendancy at 07:54 see stats
By Orhm the Whitehoof Doombringer level 34
29th Dearth 124th year of Ascendancy at 20:54 see stats
By Orhm the Whitehoof Doombringer level 33
11st Dearth 124th year of Ascendancy at 22:34 see stats
By Orhm the Whitehoof Doombringer level 27
35th Revenge 124th year of Ascendancy at 04:05 see stats
By Orhm the Whitehoof Doombringer level 15
39th Retaking 124th year of Ascendancy at 03:20 see stats
By Orhm the Whitehoof Doombringer level 10
28th Retaking 124th year of Ascendancy at 15:17 see stats
By Orhm the Whitehoof Doombringer level 20
30th Revenge 124th year of Ascendancy at 14:17 see stats
By Orhm the Whitehoof Doombringer level 30
43rd Pain 124th year of Ascendancy at 18:00 see stats
By Orhm the Whitehoof Doombringer level 30
52nd Pain 124th year of Ascendancy at 22:03 see stats
By Orhm the Whitehoof Doombringer level 25
34th Revenge 124th year of Ascendancy at 07:21 see stats
By Orhm the Whitehoof Doombringer level 29
35th Revenge 124th year of Ascendancy at 12:53 see stats
By Orhm the Whitehoof Doombringer level 18
11st Revenge 124th year of Ascendancy at 09:10 see stats
Log
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Shadow hits Orhm for (10 flat reduction), 32 physical (32 total damage).
Shadow hits Orhm for (10 flat reduction), 30 physical (30 total damage).
Melee retaliation hits Shadow for 0 blight, 0 fire, 0 mind (0 total damage).
Melee retaliation hits Shadow for 0 blight, 0 fire, 0 mind (0 total damage).
Orhm uses focusing steel torque of psionic shield!
Umbral horror uses Dark Torrent.
Orhm shrugs off the effect 'Blinded'!
A carrion worm mass has spawned from worm that walks' wounds!
Ravaging entropic rip's Netherblast hits Devourer for 57 temporal, 36 darkness (93 total damage).
Umbral horror hits Orhm for (46 flat reduction), 0 darkness (0 total damage).
Umbral horror hits Worm that walks for 93 darkness damage.
Orhm's demonfire area effect hits Shadow for 0 fire damage.
Orhm's demonfire area effect hits Devourer for 22 fire damage.
Orhm's demonfire area effect hits Shadow for 0 fire damage.
Orhm loses 213 health to the soulburn.
Dark Whispers from Nethergate hits Orhm for (6 flat reduction), 0 darkness (0 total damage).
Umbral horror's creeping dark hits Devourer for 24 darkness damage.
Worm Rot from Worm that walks hits Orhm for (35 flat reduction), 0 blight, (27 flat reduction), 0 acid (0 total damage).
Worm that walks casts Drain.
Worm that walks hits Orhm for (53 flat reduction), 107 blight (107 total damage).
Orhm the level 35 whitehoof doombringer was tainted to death by a worm that walks on level 1 of Ruins of a lost city.
A carrion worm mass bursts out of Orhm!
Orhm is free from the worm rot.