









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Additional Randart Properties 1.5.10 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 Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Weapon Egos on Mindstars 1.5.10Add regular weapon egos to mindstars. Items Vault 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Streamlined Early Game 1.5.3Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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: Showing Items Tier in Inventory 1.5.5This 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 Prodigy Tweaks 1.5.5 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 | Madness Adventure |
Sex | Male |
Race | Sholtar |
Class | Sea Knight |
Level / Exp | 31 / 86% |
Size | medium |
Lifes / Deaths | Killed by Xanarawe the corrupted dendritic hemospinner at level 31 on the 45th Haze 122nd year of Ascendancy at 04:40 3 / 3Killed by Xanarawe the corrupted dendritic hemospinner at level 31 on the 46th Haze 122nd year of Ascendancy at 10:00 Killed by The Divine Writhing Mass at level 31 on the 46th Haze 122nd year of Ascendancy at 15:47 |
Primary Stats
Strength | 26 (base 13) |
Dexterity | 27 (base 10) |
Constitution | 22 (base 10) |
Magic | 78 (base 60) |
Willpower | 27 (base 12) |
Cunning | 82 (base 60) |
Resources
Mana | 365/365 |
Equilibrium | 0 |
Life | 833/833 |
Stamina | 272/272 |
Steam | 100/100 |
Healing Factor | 1.4437499999999 |
Regeneration | 2.0934374999999 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 7 |
Infravision | 7 |
See Stealth | 15 |
See Invisible | 15 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 100 |
Accuracy | 54 |
Crit Chance | 36% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 51 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Nature | +6% |
Darkness | +12% |
Blight | +9% |
Arcane | +9% |
Mind | +7% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Blight | +15% |
Physical | +15% |
Darkness | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 94.483785018144 (100%) |
Defense | 29 |
Ranged Defense | 37 |
Fatigue | 38 |
Physical Save | 24 |
Spell Save | 28 |
Mental Save | 34 |
Defense: Resistances
Acid | + 34%( 70%) |
Light | + 23%( 70%) |
Darkness | + 18%( 70%) |
Lightning | + 56%( 70%) |
Cold | + 36%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Stun Resistance | 50% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Knockback Resistance | 76% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 386% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Healing Waters | 1.80 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Riptide | 1.80 |
| 4/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Spell / Water | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / One With the Sea | 1.80 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Weapons Master | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Sholtar | 1.50 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.60 |
| 4/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | 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 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 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed pouch of luminous horror dust. * You've found the needed green worm. 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 orc heart. * You've found the needed black mamba head. * You've found the needed skeleton mage skull. 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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of wight ectoplasm. 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 electric eel tail. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Dmg.mod +3% arcane +3% blight ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +25 Psi/ret +0.08 Max.P.En +10.00 Max.N.En +10.00 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 [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +7% mind +9% acid Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% * 15% chance to corrode armour by 30% ----- def ----- Resists +3% acid ---------- misc Light +2 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 | ![]() 2.0 T5 head armor [Random Unique] Master While equipped: Stats +10 Str +4 Dex +4 Cun +4 Con dps ---------- Phys.pwr +6 (+4 eff.) Melee+ 8 acid Res.pen +15% acid Apr +6 Melee Ret 12 acid 9 physical 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Fatigue +5% ---------- misc Light +2 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Skullcracker: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 155.1 Physical damage. If the attack hits, the target is confused (36% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A hat made of leather. Very stylish. |
On hands | ![]() 1.5 T5 hands armor [Ego++] Master While equipped: Stats +5 Cun +9 Dex dps ---------- Acc +9 (+3 eff.) Apr +15 ----- def ----- Armour +8 Mind.save +10 (+5 eff.) Max.HP +64.00 Unarmed combat: Power 149% Range: 1.4x Uses 0% Str, 36% Dex, 80% Mag 40% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +20 Apr +24 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 12 cooldown Level 4.5 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +5 Str +4 Con dps ---------- Phys.crit +4.0% Res.pen +15% physical Apr +3 ----- def ----- Armour +4 Heal.mod +35% Teleport randomly (rad 22) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Melee+ 12 light Res.pen +25% darkness Melee Ret 16 light ----- def ----- Resists +6% darkness ---------- misc Light +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Dex +6 Mag +6 Wil +7 Cun dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 16 arcane Dmg.mod +6% arcane +6% blight Res.pen +15% blight Acc +10 (+3 eff.) Melee Ret 12 blight ----- def ----- Max.HP +31.00 Disarm- +26% Pinning- +32% Knockbk- +36% 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? |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Con dps ---------- Melee+ 4 physical Dmg.mod +12% darkness ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Phys.save +6 (+3 eff.) Max.HP +77.00 HP.reg +1.20 Amulets can have magical properties. |
In main hand | ![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 144% Range: 1.4x Uses 100% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 lightning +17 cold On Hit: * 25% chance for lightning to arc to a second target On Crit: * wounds the target for 7 turns: 11 bleeding, 46% reduced healing While equipped: Stats +2 Mag dps ---------- Phys.crit +8.0% Phys.pwr +12 (+7 eff.) Melee Ret 12 arcane ---------- misc Mana/turn +0.08 On Spell Hit: 5% Chain Lightning 1 Blunt and deadly. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T3 shield armor [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 T5 cloak armor [Ego+] Nature/Master While equipped: dps ---------- Acc +30 (+8 eff.) ----- def ----- Armour +10 Defense +3 (+2 eff.) Fatigue -9% Resists +30% lightning +21% cold Max.HP +110.00 Stun/Frz- +50% ---------- misc Max.stam +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Melee+ 12 nature Dmg.mod +6% nature Melee Ret 30 physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +23 Defense +5 (+3 eff.) Fatigue +25% Resists +20% lightning +6% cold +12% light +21% acid A suit of armour made of metal plates. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 98% efficiency and cooldown mod of 95%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 96% efficiency and cooldown mod of 66%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 168% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 207 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 12 turns. While Heroism is active, you will only die when reaching -536 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 36.34 nature damage per turn for 7 turns, and reducing the target's healing received by 53%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 601% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 437 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Wil dps ---------- Mind.pwr +19 (+8 eff.) Melee+ 8 fire Res.pen +5% light +5% fire ----- def ----- Resists +12% light Mind.save +18 (+8 eff.) Confus- +34% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +3 Con +1 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +5% mind Apr +3 ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Confus- +10% ---------- misc Hate/m.crit +3.00 On Mind Hit: 5% Ravage 1 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+13 eff.) Confus- -100% Inner Demons: Level 6.0 Pwr.cost 18 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 13 turns, there's a 17% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
![]() 0.1 T4 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +22% fire +19% cold Blind- +34% ---------- misc Infravis +8 Sight +2 See.Invis +13 Amulets can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Melee+ 16 lightning 12 acid Dmg.mod +27% lightning Melee Ret 20 acid ----- def ----- Resists +12% acid +12% lightning Mind.save +8 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Acc +9 (+3 eff.) Apr +8 Melee Ret 4 acid ----- def ----- Defense +7 (+4 eff.) Resists +6% blight +11% nature +6% light Mind.save +7 (+3 eff.) Poison- +11% Disease- +19% Confus- +24% Disengage: Puts all charms on 6 cooldown Level 3.0 Pwr.cost 6 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 96% 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 can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% nature Res.pen +5% fire Melee Ret 12 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% nature Mind.save +8 (+4 eff.) On Mind Hit: 5% Distortion Bolt 1 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee+ 12 light Dmg.mod +12% nature +12% light Res.pen +10% nature Melee Ret 16 nature 16 light ----- def ----- Max.HP +26.00 Disarm- +25% Pinning- +23% Knockbk- +23% ---------- misc Max.P.En +15.00 Max.N.En +15.00 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 15% chance to corrode armour by 30% * 15% chance to daze at end of turn ----- def ----- Fatigue -5% Resists +9% acid +6% lightning ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +6 Dex +6 Cun +7 Con dps ---------- Phys.pwr +6 (+4 eff.) Melee+ 4 fire Res.pen +20% fire Acc +9 (+3 eff.) ----- def ----- Resists +3% darkness +6% temporal Spell.save +6 (+3 eff.) Max.HP +24.00 Disarm- +32% Pinning- +26% Knockbk- +35% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 6 cooldown Level 3.0 Pwr.cost 6 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 96% 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 can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +7 Dex +4 Cun +8 Con dps ---------- Phys.pwr +5 (+3 eff.) Acc +6 (+2 eff.) Apr +1 ----- def ----- Phys.save +6 (+3 eff.) Anom.red +10 ---------- misc Stam/turn +0.40 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +6 Cun +4 Con dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +10% light Melee Ret 12 darkness ----- def ----- Resists +20% light +3% darkness Phys.save +8 (+4 eff.) ---------- misc Hate/m.crit +1.00 Rings can have magical properties. |
![]() 1.0 T2 dagger 1H weapon [Rare] Master Power 120% Range: 1.3x Uses 0% Str, 90% Mag, 41% Dex Dmg Physical Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% HP.leech +12% While equipped: Stats +4 Str dps ---------- Dmg.mod +2% all Res.pen +6% all Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 41% Dex, 90% Mag, 0% Str Dmg Physical Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Mag, 54% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 T5 longsword 1H weapon [Ego+] Master/Psionic Power 152% Range: 1.4x Uses 100% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +25 mind On Hit: * 31% chance to cause random gloom While equipped: Stats +5 Cun +2 Wil dps ---------- Phys.crit +14.0% Crit.mult +18.00% Apr +13 Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Nature/Master Power 158% Range: 1.4x Uses 100% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 19% chance to corrode armour by 30% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +18.00% Res.pen +14% acid Apr +15 ----- def ----- HP.reg +2.20 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Master Power 137% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Eldritch Body Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +20 arcane On Crit.r2 +12 darkness +8 arcane While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 16 arcane 20 darkness Dmg.mod +12% darkness Res.pen +15% arcane Melee Ret 8 arcane 24 fire 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. |
![]() 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Arcane/Nature Power 111% Range: 1.1x Uses 50% Wil, 0% Mag, 30% Cun Dmg Nature Mastery Eldritch Body Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +28 mind +20 fire While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) ----- def ----- Resists +18% temporal ---------- misc Equi/ret +0.28 Psi/kill +10.00 On Mind Hit: 10% Poisonous Spores 2 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. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 144% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 acid On Crit.r2 +16 arcane +12 lightning On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+5 eff.) Melee+ 20 lightning Dmg.mod +35% acid +6% lightning On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% arcane +6% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +35.00% Spell.pwr +19 (+6 eff.) Melee+ 31 fire Dmg.mod +25% cold ---------- misc See.Invis +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Power 66% Range: 1.1x Uses 0% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Hit.r1 +8 acid +4 darkness On Crit.r2 +6 acid On Hit: * 49% chance to cause random gloom Uses 2.0 Steam While equipped: Stats +7 Str dps ---------- Phys.pwr +15 (+8 eff.) Dmg.mod +9% mind Res.pen +10% mind ----- def ----- Resists +15% mind +6% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 138% Range: 1.5x Uses 100% Mag, 45% Str Dmg Phys.bleed Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +78 Uses 1.0 Steam While equipped: dps ---------- Res.pen +13% physical Acc +12 (+3 eff.) Apr +13 ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Normal] Steamtech Power 149% Range: 1.5x Uses 100% Mag, 45% Str Dmg Phys.bleed Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +95 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 106% Range: 1.4x Uses 100% Mag, 45% Str Dmg Fire Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 fire On Crit.r2 +8 fire While equipped: Stats +6 Lck +5 Str dps ---------- Phys.crit +9.0% Crit.mult +14.00% Mov.spd +10% Dmg.mod +3% all Apr +8 ---------- misc See.Invis +9 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Nature Power 151% Range: 1.4x Uses 100% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 lightning +18 temporal +15 nature +32 fire While equipped: dps ---------- Melee+ 32 nature Dmg.mod +15% nature +18% lightning Melee Ret 20 nature ----- def ----- Resists +15% fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Arcane Power 149% Range: 1.4x Uses 100% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness On Hit.r1 +16 mind +18 fire While equipped: Stats +4 Dex +5 Cun +3 Lck dps ---------- Mind.crit +10% Dmg.mod +12% darkness ---------- misc Psi/m.crit +2.00 Telepathy Humanoid/Orc One-handed war axes. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Str dps ---------- Crit.mult +3.00% ----- def ----- Armour +10 Max.HP +10.00 HP.reg +0.80 Heal.mod +14% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Mag +4 Con +2 Lck dps ---------- Mind.pwr +4 (+2 eff.) Mov.spd +20% Dmg.mod +3% all ----- def ----- Crit.dmg- 10.00% Mind.save +7 (+3 eff.) ---------- misc Light +2 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Res.pen +10% mind Melee Ret 20 mind ----- def ----- Defense +2 (+1 eff.) Resists +0% lightning +6% temporal Mind.save +45 (+17 eff.) Max.HP +44.00 Stun/Frz- +0% ---------- misc Psi/kill +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Fatigue +1% Silence- +20% Confus- +23% Stun/Frz- +22% A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego++] Master While equipped: Stats +3 Dex +5 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+6 eff.) Mind.save +13 (+6 eff.) Disengage: Puts all charms on 9 cooldown Level 3.0 Pwr.cost 9 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 96% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 6 mind Dmg.mod +4% mind +4% arcane ----- def ----- Armour +1 Resists +6% mind Unarmed combat: Power 95% Range: 1.1x Uses 0% Str, 36% Dex, 80% Mag 40% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +7 mind +5 arcane On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +3 Hardiness +15% Fatigue +3% Resists +3% lightning +11% fire +13% cold Spell.save +3 (+1 eff.) Stun/Frz- +10% ---------- misc Infravis +1 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
![]() 14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Armour +20 Defense +3 (+2 eff.) Fatigue +16% Resists +6% light +15% lightning Spell.save +30 (+14 eff.) Max.HP +38.00 Cut- +10% Confus- +10% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego++] Nature While equipped: Stats +5 Wil dps ---------- Melee Ret 9 light ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +16% Resists +19% blight +19% darkness Max.HP +85.00 HP.reg +3.40 Heal.mod +26% ---------- misc Light +2 A suit of armour made of mail. |
![]() 17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +7 (+4 eff.) Fatigue +26% Resists +27% acid A suit of armour made of metal plates. |
![]() 7.0 T3 shield armor [Ego] Nature/Master When used to Attack: Power 131% Range: 1.2x Uses 100% Mag, 45% Str Dmg Physical Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +3.5% Block +71 Melee+ +15 cold While equipped: dps ---------- Melee+ 8 cold Melee Ret 15 ice ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +23% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 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 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Resists +12% lightning +12% mind +2% all Phys.save +33 (+16 eff.) Max.HP +28.00 Pinning- +5% Stun/Frz- +5% ---------- misc Max.stam +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee+ 12 acid 8 nature Dmg.mod +6% nature Res.pen +25% nature Melee Ret 12 nature ----- def ----- Resists +20% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str dps ---------- Crit.mult +11.00% Phys.pwr +6 (+4 eff.) Apr +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Normal] While equipped: Stats +3 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +44.00 Heal.mod +10% ---------- misc Light +2 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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 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. |
![]() 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 3.0 T5 shot ammo [Ego+] Arcane Power 168% Range: 1.2x Uses 32% Dex, 70% Mag, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 22 Ranged+ +19 blight On Hit: 10% Epidemic 5 On Hit: * 19% chance to disease Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% light Res.pen +10% fire +5% light +10% mind On Hit (Melee): * 15% chance to blind ----- def ----- Resists +3% light +12% fire ---------- misc Talents +1 Invoke Tentacle +5 Lay Web Cooldown Invoke Tentacle +5 Lay Web -1 Harden the skin for 7 turns increasing armour by 74 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +15.00% S.pwr/crit +6 Melee+ 8 blight 4 temporal ----- def ----- Resists +3% darkness ---------- misc Max.P.En +20.00 Max.N.En +20.00 On Spell Hit: 10% Temporal Bolt 1 On Spell Hit: 5% Chain Lightning 1 Fire a bolt of a random element with (base) damage 198 to 397 Puts all charms on 6 cooldown 100% to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
Achievements
By Ildon the Mad the Sholtar Sea Knight level 23
68th Dusk 122nd year of Ascendancy at 05:48 see stats
By Ildon the Mad the Sholtar Sea Knight level 28
27th Haze 122nd year of Ascendancy at 06:18 see stats
By Ildon the Mad the Sholtar Sea Knight level 10
5th Mirth 122nd year of Ascendancy at 22:08 see stats
By Ildon the Mad the Sholtar Sea Knight level 20
22nd Dusk 122nd year of Ascendancy at 03:48 see stats
By Ildon the Mad the Sholtar Sea Knight level 30
36th Haze 122nd year of Ascendancy at 17:47 see stats
By Ildon the Mad the Sholtar Sea Knight level 20
30th Dusk 122nd year of Ascendancy at 02:15 see stats
By Ildon the Mad the Sholtar Sea Knight level 26
1st Time of Equilibrium 122nd year of Ascendancy at 19:00 see stats
By Ildon the Mad the Sholtar Sea Knight level 12
9th Flare 122nd year of Ascendancy at 22:40 see stats
By Ildon the Mad the Sholtar Sea Knight level 17
12nd Dusk 122nd year of Ascendancy at 08:33 see stats
By Ildon the Mad the Sholtar Sea Knight level 26
1st Haze 122nd year of Ascendancy at 20:23 see stats
By Ildon the Mad the Sholtar Sea Knight level 17
16th Dusk 122nd year of Ascendancy at 19:57 see stats
Log
Salotta the corrupted mastocytic feeder's light area effect hits Ildon the Mad for (24 mitigated), 84 light (84 total damage).
Xanarawe the corrupted dendritic hemospinner's Eyal's Wrath killed Bloated ooze!
Emawen the corrupted acidic digestor casts Searing Light.
Emawen the corrupted acidic digestor's spell attains critical power!
Ildon the Mad shares damage with his oozes!
Emawen the corrupted acidic digestor hits Ildon the Mad for (171 mitigated), 151 light (151 total damage).
Ildon the Mad receives 21 healing.
Fading hits Ildon the Mad for 97 damage.
Dark Whispers from The Divine Writhing Mass hits Ildon the Mad for (37 mitigated), 8 darkness (8 total damage).
The Divine Writhing Mass casts Terminus.
Ildon the Mad regains their strength.
Ildon the Mad shares damage with his oozes!
The Divine Writhing Mass hits Ildon the Mad for (161 mitigated), 160 temporal, (135 mitigated), 161 temporal (321 total damage).
Ildon the Mad the level 31 sholtar sea knight was time dilated to death by The Divine Writhing Mass on level 1 of The Godfeaster.
--------------------------------
You have 3 life(s) left.
Ildon the Mad's whispers fade.
Ildon the Mad deactivates Anime Style.
Ildon the Mad deactivates Mitosis.
Ildon the Mad deactivates Gloom.
Ildon the Mad deactivates Eldritch Combat.
Ildon the Mad deactivates Acumen.
Ildon the Mad deactivates Eldritch Aura.
Ildon the Mad has finished recovering.
Ildon the Mad deactivates Chant of Fortitude.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
The Divine Writhing Mass killed Ildon the Mad!
Saving done.