Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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:
Better Item Description 1.5.10This 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 Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.5.0Official 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:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
Sex | Male |
Race | Ogre |
Class | Doombringer |
Level / Exp | 31 / 54% |
Size | big |
Lifes / Deaths | Killed by temporal stalker at level 31 on the 33rd Pyre 123rd year of Ascendancy at 01:49 / 1 |
Primary Stats
Strength | 87 (base 60) |
Dexterity | 30 (base 14) |
Constitution | 20 (base 13) |
Magic | 48 (base 37) |
Willpower | 15 (base 10) |
Cunning | 45 (base 31) |
Resources
Life | -9/932 |
Stamina | 241/241 |
Vim | 4/138 |
Healing Factor | 1.078947368421 |
Regeneration | 129.44730068515 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 33.445470868967 |
See Invisible | 33.445470868967 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 156 |
Accuracy | 47 |
Crit Chance | 27% |
APR | 12 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 32 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Light | +25% |
Nature | +13% |
Fire | +41% |
Physical | +18% |
Cold | +25% |
All | +10% |
Offense: Damage Penetration
Acid | +10% |
Light | +15% |
Physical | +8% |
Darkness | +10% |
Arcane | +15% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 55.246765956691 (81.030927835052%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 25 |
Physical Save | 36 |
Spell Save | 39 |
Mental Save | 28 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 40%( 70%) |
Physical | + 7%( 70%) |
Cold | + 37%( 70%) |
All | + 4%( 70%) |
Lightning | + 17%( 70%) |
Light | + 16%( 70%) |
Mind | + 9%( 70%) |
Darkness | + 49%( 70%) |
Fire | + 33%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 86% |
Confusion Resistance | 10% |
Teleport Resistance | 25% |
Instadeath Resistance | 100% |
Pinning Resistance | 19% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 577 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. While Heroism is active, you will only die when reaching -437 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Abyssal Shield |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Eternal Suffering |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | A flow of life spins around the target, regenerating 115.51 life per turn. Regeneration |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is recovering 28 life each turn. Recovery |
beneficial effect | Do not try to resist it! Ogric Wrath |
detrimental effect | The target is plagued by inner demons and each turn there's a 17% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target is confused, acting randomly (chance 40%) and unable to perform complex actions. Confused |
beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by cold drake. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by rogue sapper. Escort: lost warrior (level 4 of Old Forest) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 155. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vampire lord fang. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bloated horror heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 23 out of 25/25. Range 5 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 98.68 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 98.68 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 | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% blight +4% physical +6% mind Spell.save +6 (+2 eff.) Stun/Frz- +20% Teleport- +25% A cap made of leather. |
On hands | ![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire ---------- misc Infravis +3 Telepathy Humanoid/Orc Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T3 digger tool [Random Unique] Master While equipped: Stats +7 Str +1 Dex dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +6% light Res.pen +15% arcane +15% light Apr +8 On Hit (Melee): * 15% chance to blind ----- def ----- Fatigue -6% Resists +3% light While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 24 cooldown Level 3.3 Pwr.cost 24 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +5 Mag +7 Con dps ---------- Crit.mult +3.00% Phys.pwr +10 (+3 eff.) Dmg.mod +10% darkness Res.pen +10% darkness Melee Ret 12 darkness ----- def ----- Resists +20% darkness Spell.save +10 (+3 eff.) 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. Uses 1 power out of 1/1 "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? |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +0.80 Stun/Frz- +20% Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +9% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +14% lightning +9% nature +3% light Stun/Frz- +26% ---------- misc Light +1 Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 184% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 111% Melee+ +21 blight On Hit.r1 +4 temporal On Crit.r2 +4 temporal On Hit: 10% Epidemic 5 On Hit: * 16% chance to disease While equipped: Stats +9 Dex dps ---------- Res.pen +10% acid Acc +14 (+4 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Disease- +26% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed battleaxes. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +12 Defense +8 (+4 eff.) Resists +7% light +7% darkness Phys.save +16 (+7 eff.) ---------- misc Max.stam +20.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +2 Mag dps ---------- Acc +20 (+6 eff.) Melee Ret 12 acid ----- def ----- Defense +2 (+1 eff.) Fatigue -7% Resists +15% acid Max.HP +46.00 ---------- misc Max.stam +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T4 heavy armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Dmg.mod +27% fire Res.pen +10% fire Melee Ret 12 light 16 blight ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +32% blight +15% fire +20% darkness ---------- misc Light +1 A suit of armour made of mail. |
Inventory
![]() 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... |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 154% Range: 1.3x Uses 10% Mag, 120% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +36 flameshock While equipped: Stats +6 Dex +6 Mag +6 Cun dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +12% fire +6% all Garnet: Fire Imbue the hammer with a gem of your choice. Uses 9 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. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 159% Range: 1.6x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T5 feet armor [Random Unique] Master While equipped: Stats +1 Cun +5 Con dps ---------- Dmg.mod +6% blight ----- def ----- Armour +5 Defense +2 (+1 eff.) Rng.Def +8 (+4 eff.) Fatigue -4% Resists +3% darkness Phys.save +20 (+8 eff.) Mind.save +15 (+7 eff.) Blind- +15% Poison- +10% ---------- misc Max.enc +25 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 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +4 Fatigue +4% Resists +6% light +9% fire ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+6 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 180 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 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 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +15% acid Melee Ret 20 nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% nature Harden the skin for 7 turns increasing armour by 45 and armour hardiness by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vertespin, the Immolated the Ogre Doombringer level 18
55th Haze 122nd year of Ascendancy at 06:14 see stats
By Vertespin, the Immolated the Ogre Doombringer level 22
32nd Regrowth 123rd year of Ascendancy at 07:12 see stats
By Vertespin, the Immolated the Ogre Doombringer level 9
24th Dusk 122nd year of Ascendancy at 13:56 see stats
By Vertespin, the Immolated the Ogre Doombringer level 25
77th Regrowth 123rd year of Ascendancy at 09:57 see stats
By Vertespin, the Immolated the Ogre Doombringer level 17
49th Haze 122nd year of Ascendancy at 00:12 see stats
By Vertespin, the Immolated the Ogre Doombringer level 24
76th Regrowth 123rd year of Ascendancy at 20:02 see stats
By Vertespin, the Immolated the Ogre Doombringer level 31
32nd Pyre 123rd year of Ascendancy at 20:23 see stats
By Vertespin, the Immolated the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 20:39 see stats
By Vertespin, the Immolated the Ogre Doombringer level 18
55th Haze 122nd year of Ascendancy at 03:42 see stats
By Vertespin, the Immolated the Ogre Doombringer level 10
46th Dusk 122nd year of Ascendancy at 12:18 see stats
By Vertespin, the Immolated the Ogre Doombringer level 20
67th Haze 122nd year of Ascendancy at 20:19 see stats
By Vertespin, the Immolated the Ogre Doombringer level 30
24th Pyre 123rd year of Ascendancy at 08:29 see stats
By Vertespin, the Immolated the Ogre Doombringer level 24
69th Regrowth 123rd year of Ascendancy at 03:22 see stats
By Vertespin, the Immolated the Ogre Doombringer level 9
2nd Dusk 122nd year of Ascendancy at 05:15 see stats
By Vertespin, the Immolated the Ogre Doombringer level 27
10th Pyre 123rd year of Ascendancy at 21:26 see stats
By Vertespin, the Immolated the Ogre Doombringer level 21
29th Regrowth 123rd year of Ascendancy at 00:05 see stats
By Vertespin, the Immolated the Ogre Doombringer level 18
55th Haze 122nd year of Ascendancy at 06:14 see stats
By Vertespin, the Immolated the Ogre Doombringer level 31
30th Pyre 123rd year of Ascendancy at 06:47 see stats
By Vertespin, the Immolated the Ogre Doombringer level 18
55th Haze 122nd year of Ascendancy at 06:14 see stats
By Vertespin, the Immolated the Ogre Doombringer level 20
78th Haze 122nd year of Ascendancy at 14:08 see stats
By Vertespin, the Immolated the Ogre Doombringer level 6
4th Mirth 122nd year of Ascendancy at 23:01 see stats
By Vertespin, the Immolated the Ogre Doombringer level 26
78th Regrowth 123rd year of Ascendancy at 12:09 see stats
By Vertespin, the Immolated the Ogre Doombringer level 16
43rd Haze 122nd year of Ascendancy at 09:58 see stats
Log
Vertespin, the Immolated is plagued by inner demons!
Vertespin, the Immolated slows down.
Vertespin, the Immolated speeds up.
Vertespin, the Immolated receives 31 healing.
Waking Nightmare from Nightmare horror hits Vertespin, the Immolated for 13 darkness damage.
Vertespin, the Immolated is confused and fails to use Infusion: Regeneration.
Something hits Vertespin, the Immolated for 46 physical damage.
Vertespin, the Immolated hits Something for 12 acid, 13 darkness, 13 light, 24 blight, 11 fire (74 total damage).
Something hits Vertespin, the Immolated for 179 darkness damage.
Something hits Vertespin, the Immolated for 137 darkness damage.
Vertespin, the Immolated's weapon stops glowing.
Vertespin, the Immolated overcomes the gloom.
Vertespin, the Immolated's is no longer blazing.
Talent Surge of Power is ready to use.
Talent Burning Sacrifice is ready to use.
Vertespin, the Immolated receives 31 healing.
Waking Nightmare from Nightmare horror hits Vertespin, the Immolated for 13 darkness damage.
Vertespin, the Immolated uses Infusion: Regeneration.
Vertespin, the Immolated starts regenerating health quickly.
Something performs a melee critical strike against Vertespin, the Immolated!
Something hits Vertespin, the Immolated for 108 physical damage.
Vertespin, the Immolated hits Something for 12 acid, 13 darkness, 13 light, 24 blight, 11 fire (74 total damage).
Vertespin, the Immolated is free from the nightmare.
Vertespin, the Immolated is no longer transformed.
Vertespin, the Immolated recovers sight.
Vertespin, the Immolated receives 31 healing.
Vertespin, the Immolated is disarmed!
Saving game...