











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.7.4Donators/Buyers bonus! Yakri's Stat Changes-mod 1.6.7My personal twist on and combination of "TLR's Stat changes" by thelastraven, "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level after 50, so 10% should you reach level 100. Level 2 is a "double" level, granting double the normal points (6 stat, 2 class/generic points) Max life per point increased from 4 to 5. Added 0.04 life regen/turn per point. Added 0.25% Heal Mod per point. Added 1 Stamina per point. Yakri: This is my take on TLR's (thelastraven) stat changes mod. Mainly I just wanted my own exact preferences registered on te4 to be honest. I liked the overall concept, but felt some of the changes were too powerful even for some nightmare runs on mid classes. This mod takes the basic shell of TLR's stat changes, then strips out some extra global bonuses to resists and nerfs some constition changes I felt went too far This mod goes over particularly well with other overpowered fun addons, like the multi-class challenge. There are also maybe some unlisted changes to what willpower does, looks like giving bonuses to mana/stamina/psi? I'm scared to touch that section so far. The game will be a complete cakewalk at lower difficulties, be aware. I just tweaked some values, all credit goes to TLR, Chaotic Heretic, and Raenarill. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.6Donators/Buyers bonus! Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Select your Escorts 1.7.0Allows 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. Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Rather Crafty Hands 1.7.4Allows base Imbue Item to apply to helmets, and changes Crafty Hands to allow any armour. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Battleborn |
Class | Cursed |
Level / Exp | 11 / 54% |
Size | medium |
Lifes / Deaths | Killed by The Withering Thing at level 11 on the 9th Mirth 122nd year of Ascendancy at 04:20 / 1 |
Primary Stats
Strength | 44 (base 32) |
Dexterity | 21.340449927278 (base 10) |
Constitution | 20 (base 10) |
Magic | 17 (base 10) |
Willpower | 42.340449927278 (base 36) |
Cunning | 18 (base 10) |
Resources
Life | -29/337 |
Hate | 73/100 |
Healing Factor | 1.2521339444355 |
Regeneration | 39.581466211247 |
Speed
Mental | +20.438192473627% |
Attack | +20.438192473627% |
Movement | +49.959344799097% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 31 |
Accuracy | 31 |
Crit Chance | 5% |
APR | 3 |
Speed | 0.83 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 2% |
Speed | 0.83030140145866 |
Offense: Damage Bonus
Darkness | +4% |
Light | +10% |
Physical | +15% |
Acid | +10% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Defense: Base
Armour (hardiness) | 24.335093952971 (47.857809501309%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 13 |
Physical Save | 28 |
Spell Save | 21 |
Mental Save | 26 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 3%( 70%) |
Physical | -1%( 72%) |
Mind | -18%( 70%) |
All | -8%( 70%) |
Darkness | + 8%( 70%) |
Light | + 25%( 70%) |
Fire | + 3%( 70%) |
Lightning | -4%( 70%) |
Defense: Immunities
Pinning Resistance | 8% |
Disarm Resistance | 34% |
Confusion Resistance | 0% |
Fear Resistance | 10% |
Stun Resistance | 8% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Battleborn | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Savage Hunter |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -16% Mind Resistance, -21% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +17% off-hand weapon damage Power 2+: -3 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 72% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.2% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is under a malign influence. All resists have been lowered by 8%. Maligned |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is rampaging! (+100% movement speed, +20% attack speed, +20% mind speed, +15% physical damage, +7 physical save, +7 mental save) Rampaging |
beneficial effect | Stalking Xanomina the sick wolf. Bonus level 1: +6 accuracy, +6% melee damage, +0.50 hate/turn prey was hit. Stalking 206/394 +1 |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 14 mind and 14 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 21 Mind damage, and deal 22 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
detrimental effect | Nolainin is fed upon by The Withering Thing. Fed Upon |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Res.pen +5% mind Melee Ret 6 light ----- def ----- Armour +3 ---------- misc Equi/ret +0.04 Infravis +1 Curse of Misfortune A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Master Power 109% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 11 Ranged+ +8 cold On Hit.r1 +4 acid +8 cold On Crit.r2 +12 cold On Hit: * 10% chance to reduce armor by 20% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(99 power, based on Willpower). Uses 10 power out of 12/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+3 eff.) Apr +2 ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Curse of Nightmares Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | ![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Defense +10 (+5 eff.) Resists +3% lightning +6% mind Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +3 Wil +3 Cun +1 Con dps ---------- Against +21% Summoned Acc +5 (+2 eff.) ----- def ----- Armour +7 Resists +3% physical D.Red.from +25% Summoned ---------- misc Mana/turn +0.27 Max.mana +23.00 Curse of Nightmares Create a temporary shield that absorbs 197 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 battleaxe 2H weapon [Ego] Nature/Master Power 109% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +34% Curse of Madness Massive two-handed battleaxes. |
On hands | ![]() 1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +5% darkness Unarmed combat: Power 97% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 21% Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Curse of Corpses Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Cun +1 Con ----- def ----- Defense +1 (+1 eff.) Resists +12% acid ---------- misc Infravis +2 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 105% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +7 fire Curse of Misfortune Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 107% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Misfortune Massive two-handed battleaxes. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Nature Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% cold Curse of Madness Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 108% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +7% Undead On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Curse of Corpses Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Ego] Arcane/Nature Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 nature On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +0.5% Atk.spd 100% Phasing +11% While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +3.00 Curse of Corpses Blunt and deadly. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 100% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.pwr +5 (+4 eff.) Dmg.mod +10% lightning +10% fire +10% arcane +10% cold ----- def ----- Resists +10% lightning +10% fire +10% arcane +10% cold ---------- misc Talents +1 Command Staff Masteries +0.20 Spell/Ordered hedgemagic +0.20 Spell/Force Curse of Madness A staff that has been carefully constructed for novices of the Art. |
![]() 5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Resists +5% light +6% darkness Phys.save +5 (+3 eff.) Curse of Nightmares A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Dmg.mod +3% cold +3% physical Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Die.at -20.00 life Max.HP +33.00 Curse of Shrouds 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 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% darkness +9% blight +5% arcane +3% nature Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +16% lightning On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Armour +1 Resists +5% lightning +6% nature Unarmed combat: Power 90% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +2 Curse of Madness A cap made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +5.00% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% lightning +6% cold Curse of Madness A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Arcane While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +11% arcane +3% acid Spell.save +11 (+5 eff.) Pinning- +10% ---------- misc Max.hate +8.00 Curse of Madness A suit of armour made of metal plates. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +48 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Curse of Shrouds 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. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +3 Wil +2 Cun +1 Con ---------- misc Light +7 See.Invis +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 T1 shot ammo [Ego] Arcane Power 110% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Ranged+ +5 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 10 * 25% chance for lightning to strike from the target to a second target dealing 21 damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 49 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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: 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 Nolainin the Battleborn Cursed level 10
5th Mirth 122nd year of Ascendancy at 23:48 see stats
By Nolainin the Battleborn Cursed level 8
1st Mirth 122nd year of Ascendancy at 15:19 see stats
Log
Talent Slash is ready to use.
Xanomina the sick wolf overcomes the gloom
Xanomina the sick wolf uses Shield Pummel.
Nolainin is stunned!
Xanomina the sick wolf hits Nolainin for 3 physical, 4 physical (6 total damage).
Melee retaliation hits Xanomina the sick wolf for 7 light, 7 light (13 total damage).
Nolainin uses Dominate.
Xanomina the sick wolf has been dominated!
You feel your rampage slowing down. (-1 duration)
Nolainin hits Sick treant for 7 light damage.
Nolainin hits The Withering Thing for 7 light damage.
Nolainin hits Xanomina the sick wolf for 20 physical, 4 nature, 2 darkness, 2 mind, 7 light (34 total damage).
Nolainin hits Shadow for 16 light damage.
The Withering Thing uses Reproach.
Talent Frenzy is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Slash is ready to use.
Talent Dig is ready to use.
Nolainin's mania hastens cooldowns.
The Withering Thing hits Nolainin for 72 mind damage.
Xanomina the sick wolf is lost in despair!
Shadow is weakened by the gloom.
Xanomina the sick wolf is no longer harassed.
Xanomina the sick wolf hits Nolainin for 28 physical damage.
Melee retaliation hits Xanomina the sick wolf for 3 light damage.
Nolainin uses Infusion: Regeneration.
Nolainin starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)