










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson'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. 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 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. 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:
Timed PS & UF Salve Usage 1.5.10-2.0- Note that this addon changes the CD and usage time of talent Mind Injection, to the same as injector implants, although according to my test these two field don't affect the usage of salves at all, as long as the CD exists. Time the usage of Pain Suppressor Salve and Unstoppable Force Salve to max medical injector efficiency. -1.1- -1.2- -1.3- 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. Auto Switch to Fungal Web 1.5.10If you have a fungal web equipped once, and you're not using thunder generade as your belt tinker or having charms on your belt, when you use any instant salves you'll also get the heal. You can actually throw the fungal web away after detaching, but this shouldn't be game changing. 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:
Clock addon 1.0.0adds a timer, with energy calculations. 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 | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 50 / 128% |
Size | huge |
Lifes / Deaths | Killed by Yvoda the corrupted protosentient globula at level 49 on the 26th Regrowth 125th year of Ascendancy at 14:45 5 / 2Killed by luminous horror at level 50 on the 54th Regrowth 125th year of Ascendancy at 23:03 |
Antimagic | Follower |
Primary Stats
Strength | 102 (base 62) |
Dexterity | 43 (base 7) |
Constitution | 58 (base 13) |
Magic | 85 (base 66) |
Willpower | 92 (base 62) |
Cunning | 82 (base 52) |
Resources
Life | 1673/1673 |
Hate | 48/100 |
Equilibrium | 30 |
Steam | 100/100 |
Healing Factor | 1.5505942463135 |
Regeneration | 20.08019548976 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
See Invisible | 2.9842794901924E-13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 259 |
Accuracy | 49 |
Crit Chance | 86% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Darkness | +6% |
Temporal | +6% |
Blight | +9% |
Physical | +62% |
Mind | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +27% |
Physical | +60% |
Nature | +27% |
All | +12% |
Defense: Base
Armour (hardiness) | 78.08934837382 (81.030927835052%) |
Defense | 36 |
Ranged Defense | 37 |
Fatigue | 38 |
Physical Save | 53 |
Spell Save | 47 |
Mental Save | 59 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 55%( 70%) |
Physical | + 52%( 75%) |
Cold | + 59%( 70%) |
All | + 47%( 70%) |
Lightning | + 70%( 70%) |
Light | + 58%( 70%) |
Temporal | + 50%( 70%) |
Mind | + 53%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 65%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Confusion Resistance | 25% |
Fear Resistance | 15% |
Poison Resistance | 40% |
Blind Resistance | 10% |
Silence Resistance | 25% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 51%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 853% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -815 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Gloom |
talent | Stalk |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.0)Penalty : Fractured Sanity: -18% Mind Resistance, -24% Confusion Immunity Power 1+: Unleashed: +21% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 9.4% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Fight to the brink of death, can not die before going under -366 life (but life under 0 is not shown) and increases all resistances by 25%. Pain Suppressor Salve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Device Mastery (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1076. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +9 Str +7 Dex +8 Con +11 Lck dps ---------- Dmg.mod +9% physical Res.pen +15% nature On Melee Ret: * 35% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +13 (+6 eff.) Fatigue +5% Resists +3% light +3% nature Stealth +13 ---------- misc Light +3 Size +1 Curse of Madness Heave: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Con +7 Wil dps ---------- Phys.crit +6.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Dmg.mod +12% acid +6% darkness +9% blight Res.pen +15% blight +12% all Apr +11 ----- def ----- Resists +15% blight +6% acid HP.reg +4.70 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor [Random Unique] Master While equipped: Stats +6 Str +3 Dex +1 Wil +10 Cun +10 Con dps ---------- Mind.crit +4% Melee Ret 20 mind ----- def ----- Armour +13 Defense +5 (+3 eff.) Fatigue +5% Resists +7% all Phys.save +27 (+8 eff.) Mind.save +26 (+7 eff.) Curse of Nightmares Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 30% chance to blind * 15% chance to inflict 15% damage reduction ----- def ----- Resists +12% light ---------- misc Light +3 Wards +2 physical +2 mind +2 darkness Talents +1 Ward Teleport randomly (rad 22) Puts all charms on 24 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Res.pen +20% physical Acc +4 (+1 eff.) Apr +4 ----- def ----- Resists +4% physical Phys.save +15 (+5 eff.) HP.reg +1.60 Stun/Frz- +28% Curse of Nightmares Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +12% mind Acc +4 (+1 eff.) Apr +2 ----- def ----- Armour +10 Defense +8 (+4 eff.) Max.HP +10.00 Curse of Madness Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +4 (+1 eff.) Dmg.mod +25% physical Res.pen +15% physical ----- def ----- Armour +2 HP.reg +3.60 Heal.mod +30% Poison- +40% Stun/Frz- +15% Curse of Madness A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Master Power 58.0 - 87.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 24 bleeding, 73% reduced healing * cripple the target While equipped: dps ---------- Phys.crit +33.0% Phys.pwr +17 (+4 eff.) Dmg.mod +16% physical Res.pen +13% physical Apr +16 ----- def ----- Resists +9% darkness +6% light Spell.save +20 (+7 eff.) Blind- +10% Silence- +15% Stun/Frz- +5% Knockbk- +10% Curse of Misfortune Massive two-handed mauls. |
On hands | ![]() 1.0 T1 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +6% Crit.mult +6.00% ----- def ----- Armour +5 Mind.save +15 (+4 eff.) Silence- +10% Disarm- +100% Confus- +25% Pinning- +15% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 12.5 - 13.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +7.0% Atk.spd 100% On Crit: 20% Cripple 1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +10 Str +10 Dex +10 Mag +10 Wil +10 Cun +10 Con dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +17 Defense +7 (+4 eff.) Fatigue +26% Resists +21% lightning +6% temporal +9% fire +13% acid +11% cold Max.HP +75.00 HP.reg +2.80 Heal.mod +19% ---------- misc Breathe water Curse of Madness A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Mag dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +30% lightning +12% cold Stun/Frz- +50% ---------- misc Infravis +2 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 24 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 271 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 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 20 for 9 turns. While Heroism is active, you will only die when reaching -623 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +5 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 30% chance to disease * 24% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness +6% mind Phys.save +34 (+10 eff.) Spell.save +21 (+7 eff.) Mind.save +20 (+5 eff.) Max.HP +65.00 HP.reg +2.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Wil dps ---------- Crit.mult +18.00% Dmg.mod +6% fire Acc +9 (+3 eff.) Apr +18 On Hit (Melee): * 10 arcane resource burn On Melee Ret: * 31% chance to disease * 40% chance to inflict 15% damage reduction ----- def ----- Resists +15% temporal Spell.save +6 (+2 eff.) Heal.mod +26% Cut- +80% Heal: Puts all charms on 28 cooldown Level 1.0 Pwr.cost 28 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +30% blight On Melee Ret: * 24% chance to disease * 23% chance to inflict 15% damage reduction ----- def ----- Fatigue -8% Resists +6% light +12% physical HP.reg +3.40 ---------- misc Stam/turn +0.90 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +6 Mag dps ---------- S.pwr/crit +5 Dmg.mod +6% darkness Res.pen +10% darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +29% mind Spell.save +31 (+11 eff.) Mind.save +10 (+3 eff.) Confus- +50% ---------- misc Mana/turn +0.56 Max.mana +41.00 Infravis +1 Masteries +0.40 Steamtech/Physics +0.40 Cursed/Strife Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +8 Cun +8 Con dps ---------- Crit.mult +25.00% Mov.spd +10% Dmg.mod +6% lightning Melee Ret 8 mind ----- def ----- Fatigue -8% Resists +6% lightning Mind.save +18 (+5 eff.) HP.reg +0.80 ---------- misc Stam/turn +1.00 Max.psi +30.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +20 (+7 eff.) Res.pen +20% lightning ----- def ----- Resists +15% lightning ---------- misc Equi/ret +0.08 Max.psi +20.00 Masteries +0.20 Steamtech/Physics +0.20 Cursed/Strife Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Mag +2 Wil +11 Cun dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +18% lightning Acc +16 (+5 eff.) Apr +16 On Melee Ret: * 46% chance to disease * 30% chance to inflict 15% damage reduction ----- def ----- Armour +6 Defense +16 (+7 eff.) Fatigue -2% Resists +36% lightning +9% temporal ---------- misc See.Invis +12 Curse of Shrouds Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 81% 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 T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil +8 Cun dps ---------- Spell.pwr +12 (+4 eff.) Melee+ 25 bleed Ranged+ 18 bleed Res.pen +5% arcane On Hit (Melee): * 19% chance to cause random gloom On Hit (Ranged): * 16% chance to cause random gloom On Melee Ret: * 40% chance to disease * 44% chance to inflict 15% damage reduction ----- def ----- Resists +3% blight +2% physical +5% arcane +6% acid Blind- +43% Poison- +10% Knockbk- +25% ---------- misc Hate/m.crit +2.00 Max.hate +12.00 Infravis +5 See.Stealth +16 See.Invis +17 Curse of Misfortune Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str -7 Dex dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +9 (+3 eff.) Dmg.mod +13% darkness +6% all ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +9% nature +3% fire +6% mind +26% darkness Phys.save +8 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +9 (+2 eff.) Confus- +15% Curse of Misfortune Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +18% physical +18% cold Acc +6 (+2 eff.) Apr +2 ----- def ----- Resists +36% cold Phys.save +20 (+6 eff.) Heal.mod +10% Curse of Nightmares Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +7 Con ----- def ----- Armour +12 Resists +3% acid +15% light +3% blight Phys.save +14 (+4 eff.) Spell.save +9 (+3 eff.) HP.reg +4.00 Stun/Frz- +50% Curse of Misfortune Rings can have magical properties. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Disrupt/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +21 nature +50 fire On Crit: * silences the target While equipped: Stats +18 Dex -9 Mag dps ---------- Mind.crit +6% Mind.pwr +10 (+3 eff.) All.spd +7% Res.pen +15% fire +20% nature +35% physical ---------- misc Psi/ret +0.16 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +51 cold On Crit.r2 +2 nature While equipped: dps ---------- Dmg.mod +26% physical Res.pen +26% physical +15% nature +39% cold ----- def ----- Armour +36 Resists +6% darkness +3% acid Spell.save +6 (+2 eff.) Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Nature/Master Power 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 lightning +16 temporal +9 nature On Hit: * 25% chance for lightning to arc to a second target While equipped: Stats +5 Str dps ---------- Dmg.mod +3% fire +15% physical Acc +12 (+4 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Resists +12% blight +9% fire ---------- misc Stam/ret +1.90 Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Nature/Psionic Power 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 temporal +14 nature +14 mind On Crit.r2 +16 fire On Hit: 20% Netherblast 5 On Hit: * 35% chance to cause random gloom While equipped: Stats +8 Dex +6 Wil +5 Cun dps ---------- Spell.crit +2% All.spd +5% Dmg.mod +9% arcane Res.pen +13% fire On Spell Hit: 20% Netherblast 5 Curse of Nightmares Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +18 fire On Crit: * cripple the target While equipped: Stats +7 Str +7 Con dps ---------- Phys.crit +14.0% Phys.pwr +13 (+3 eff.) Res.pen +12% physical ----- def ----- Fatigue -6% Disarm- +35% ---------- misc Light +3 Curse of Corpses Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 62.0 - 86.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +30 ice While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Dmg.mod +15% physical Res.pen +14% physical +12% cold Apr +14 ----- def ----- Armour +13 Resists +5% arcane +6% light ---------- misc Hate/m.crit +2.00 Max.hate +2.00 Telepathy Humanoid/Orc Curse of Corpses Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 darkness +24 cold Against +7% Living On Hit.r1 +4 temporal While equipped: dps ---------- Dmg.mod +12% physical Res.pen +15% mind +10% physical Apr +11 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal ---------- misc Light +2 Curse of Misfortune One-handed war axes. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +10% Crit.mult +14.00% Phys.pwr +6 (+1 eff.) Spell.pwr +6 (+2 eff.) S.pwr/crit +10 Dmg.mod +6% blight ----- def ----- Defense +20 (+8 eff.) Stealth +11 ---------- misc Mana/s.crit +2.00 Curse of Madness A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical Res.pen +5% physical ----- def ----- D.Red.from +16% Summoned Phys.save +9 (+3 eff.) ---------- misc Stam/turn +0.20 Curse of Madness A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +2 Mag +5 Wil +9 Cun dps ---------- Mind.crit +8% Crit.mult +5.00% S.pwr/crit +2 Dmg.mod +9% blight Acc +34 (+11 eff.) Melee Ret 8 blight On Melee Ret: * 22% chance to disease * 29% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+2 eff.) Fatigue -9% Spell.save +6 (+2 eff.) Max.HP +81.00 ---------- misc Mana/s.crit +2.00 Max.stam +40.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +6 Str +3 Con dps ---------- Phys.crit +4.0% Dmg.mod +22% darkness +9% acid Res.pen +12% darkness Acc +6 (+2 eff.) ----- def ----- Armour +7 Defense +17 (+7 eff.) Rng.Def +6 (+3 eff.) Resists +19% darkness Phys.save +18 (+6 eff.) Spell.save +19 (+7 eff.) Mind.save +18 (+5 eff.) Stealth +17 Die.at -80.00 life 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 T5 cloak armor [Random Unique] Arcane While equipped: Stats +2 Str +13 Mag +13 Wil +2 Con dps ---------- Mind.crit +3% Res.pen +25% mind ----- def ----- Defense +3 (+2 eff.) Spell.save +27 (+9 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.mana +92.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +5 Con dps ---------- Phys.crit +2.0% Acc +4 (+1 eff.) ----- def ----- Armour +11 Fatigue +3% Resists +3% physical Die.at -60.00 life Heal.mod +5% ---------- misc Infravis +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Dex -12 Mag +4 Cun +12 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) Apr +13 ----- def ----- Armour +5 Defense +17 (+7 eff.) Rng.Def +16 (+6 eff.) Fatigue +4% Resists +9% acid Crit.dmg- 10.00% Blind- +5% Pinning- +35% Curse of Nightmares Disengage: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 81% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats -18 Str +3 Dex +21 Cun dps ---------- Mov.spd +20% Dmg.mod +9% fire Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Fatigue +4% Resists +9% blight +3% fire HP.reg +4.30 Heal.mod +21% Curse of Corpses Disengage: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 81% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats -9 Dex +3 Mag +9 Cun +1 Con dps ---------- Melee+ 5 temporal Ranged+ 13 temporal Dmg.mod +6% temporal Res.pen +15% physical ----- def ----- Armour +11 Resists +10% temporal Mind.save +19 (+5 eff.) Max.HP +108.00 ---------- misc Stam/turn +0.40 Telepathy Demon/Minor Demon/Major Unarmed combat: Power 32.0 - 44.8 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.1% dam / acc Acc +14 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +4 physical On Hit: 20% Battle Shout 3 On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +12 Dex dps ---------- Phys.pwr +2 (+1 eff.) Acc +9 (+3 eff.) Apr +14 On Melee Ret: * 32% chance to disease * 29% chance to inflict 15% damage reduction ----- def ----- Armour +8 Resists +3% nature +9% temporal Mind.save +12 (+3 eff.) Max.HP +72.00 HP.reg +3.50 Disarm- +0% ---------- misc Stam/turn +1.00 Psi/turn +0.31 Light +1 Unarmed combat: Power 37.0 - 40.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% crit / acc Acc +21 Apr +15 Crit +5.0% Atk.spd 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 On Hit: 10% Second Wind 1 Curse of Madness Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Mind.pwr +8 (+3 eff.) Melee+ 14 fire 40 darkness 33 mind Dmg.mod +15% nature +6% fire Res.pen +15% acid On Hit (Melee): * 25% chance to cause random gloom On Melee Ret: * 38% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Armour +3 Resists +20% blight +9% fire +16% darkness +19% arcane Affinity +12% nature Spell.save +23 (+8 eff.) Mind.save -8 (-3 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +12 nature On Crit.r2 +15 fire On Hit: 10% Reproach 5 On Hit: 10% Fire Breath 5 On Crit: 20% Call of the Ooze 2 On Hit: * Slows global speed by 40% Curse of Corpses Ruined Earth: Puts all charms on 16 cooldown Level 3.6 Pwr.cost 16 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +5 Mag +14 Cun dps ---------- Spell.crit +10% Spell.pwr +14 (+5 eff.) Dmg.mod +9% nature +15% arcane Res.pen +10% arcane Acc +10 (+3 eff.) Apr +13 ----- def ----- Armour +3 Resists +9% light +9% darkness +5% arcane ---------- misc Mana/turn +0.30 Infravis +1 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.1% dam / acc Acc +11 Apr +24 Crit +10.0% Atk.spd 83% Melee+ +28 arcane On Hit.r1 +4 nature On Crit.r2 +50 light +33 darkness On Hit: 10% Elemental Bolt 5 On Hit: 15% Perfect Strike 5 Curse of Corpses Starfall: Puts all charms on 16 cooldown Level 1.0 Pwr.cost 16 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 62.95 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +7 Wil +5 Cun dps ---------- Spell.crit +5% Spell.pwr +17 (+6 eff.) S.pwr/crit +4 ----- def ----- Defense +3 (+2 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+3 eff.) ---------- misc Mana/turn +0.33 Mana/s.crit +4.00 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +16 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +14% acid +15% darkness +15% lightning +14% cold +13% arcane +15% fire Res.pen +15% acid Melee Ret 12 acid On Hit (Melee): * 31% chance to inflict 15% damage reduction On Melee Ret: * 36% chance to disease * 43% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+2 eff.) Resists +9% acid Phys.save +15 (+5 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Mag +13 Wil +5 Cun dps ---------- Spell.crit +5% Mind.pwr +6 (+2 eff.) Dmg.mod +24% blight +6% temporal +20% arcane Res.pen +10% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +15% darkness Spell.save +13 (+5 eff.) Mind.save +15 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +0.20 Curse of Madness Circle of Sanctity: (Instant) Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +1 Dex +10 Mag +1 Cun +2 Con dps ---------- Dmg.mod +12% nature +12% mind Res.pen +10% mind On Melee Ret: * 36% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+2 eff.) Shield.pwr +24% Spell.save +13 (+5 eff.) HP.reg +10.20 Curse of Corpses A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +13 Cun +12 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +17% cold Res.pen +15% mind On Melee Ret: * 26% chance to disease * 28% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+2 eff.) Resists +3% temporal +6% darkness +25% cold +9% nature +3% light Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() 3.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Res.pen +26% fire Melee Ret 4 lightning 9 physical ----- def ----- Armour +5 Fatigue +5% Resists +27% lightning +13% temporal +25% mind +9% fire Mind.save +27 (+7 eff.) Confus- +50% Curse of Madness Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 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 787.9 Physical damage. If the attack hits, the target is confused (39% effect) for 5 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Crit.mult +12.00% Dmg.mod +18% physical Melee Ret 12 light 20 physical ----- def ----- Armour +31 Defense +14 (+6 eff.) Rng.Def +9 (+4 eff.) Fatigue +24% Resists +6% light Curse of Madness A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun dps ---------- Res.pen +20% darkness On Hit (Melee): * 20 arcane resource burn * 30% chance to inflict 15% damage reduction On Melee Ret: * 31% chance to disease * 39% chance to inflict 15% damage reduction ----- def ----- Armour +31 Defense +23 (+9 eff.) Fatigue +26% Resists +13% acid +23% cold +3% light +10% physical Phys.save +18 (+6 eff.) Mind.save +21 (+5 eff.) ---------- misc Breathe water Curse of Shrouds A suit of armour made of metal plates. |
![]() 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. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +12 Str +3 Mag dps ---------- Dmg.mod +6% mind Res.pen +23% physical Acc +4 (+1 eff.) ----- def ----- Fatigue -9% ---------- misc Infravis +4 Telepathy Dragon While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +7 Cun +3 Str dps ---------- Mind.crit +1% Crit.mult +23.00% Phys.pwr +8 (+2 eff.) Acc +8 (+2 eff.) Apr +7 ----- def ----- Armour +10 Defense +7 (+4 eff.) Resists +10% physical Blind- +10% Knockbk- +10% ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 64 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 1.0 T5 lite [Random Unique] Master While equipped: dps ---------- Dmg.mod +9% blight +3% acid Res.pen +14% all Apr +13 Melee Ret 4 blight 8 arcane On Hit (Melee): * 20% chance to disease On Melee Ret: * 42% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane Blind- +40% Confus- +24% ---------- misc Light +16 See.Stealth +23 See.Invis +25 Track: Puts all charms on 32 cooldown Level 4.0 Pwr.cost 32 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 45 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 16 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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. |
amazing frost salve [power 35] amazing frost salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 51% cooldown modifier. Remove 3 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 512] amazing healing salve [power 512]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 51% cooldown modifier. Heal 512 Puts Talent Medical Injector on 12 cooldown Medical salve. |
amazing pain suppressor salve [power 448] amazing pain suppressor salve [power 448]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 51% cooldown modifier. Let you fight up to -448 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. |
amazing water salve [power 35] amazing water salve [power 35]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 169% efficiency and 51% cooldown modifier. Remove 3 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 20 cooldown Activation is instant. Medical salve. |
![]() 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. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 0.0 - 0.0 Physical Uses 50% Mag Apr +16 Crit +16.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Armour +4 Heal.mod +15% Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns Puts all charms on 16 cooldown 100% to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +6 Wil dps ---------- S.pwr/crit +6 Res.pen +20% blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +9.00 Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 8 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +12% arcane +12% lightning ----- def ----- Resists +3% lightning +5% arcane ---------- misc Wards +2 physical +3 mind +3 darkness Talents +4 Telekinetic Blast +1 Ward Fire a blast of psionic energies in a range 9 beam dealing 126.50 to 253.00 mind damage Puts all charms on 5 cooldown 100% to regenerate 7 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% ----- def ----- Armour +6 Crit.dmg- 10.00% HP.reg +0.80 ---------- misc Max.stam +20.00 See.Invis +6 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Heal a target within range 9 (based on Willpower) for 145 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 24 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Abdoma the Krog Cursed level 29
22nd Pyre 123rd year of Ascendancy at 20:00 see stats
By Abdoma the Krog Cursed level 28
21st Pyre 123rd year of Ascendancy at 01:14 see stats
By Abdoma the Krog Cursed level 10
15th Haze 122nd year of Ascendancy at 14:41 see stats
By Abdoma the Krog Cursed level 45
62nd Pyre 124th year of Ascendancy at 11:07 see stats
By Abdoma the Krog Cursed level 50
55th Regrowth 125th year of Ascendancy at 08:42 see stats
By Abdoma the Krog Cursed level 37
46th Haze 123rd year of Ascendancy at 08:24 see stats
By Abdoma the Krog Cursed level 8
35th Dusk 122nd year of Ascendancy at 18:04 see stats
By Abdoma the Krog Cursed level 36
2nd Haze 123rd year of Ascendancy at 21:10 see stats
By Abdoma the Krog Cursed level 31
43rd Pyre 123rd year of Ascendancy at 15:24 see stats
By Abdoma the Krog Cursed level 29
27th Pyre 123rd year of Ascendancy at 10:11 see stats
By Abdoma the Krog Cursed level 20
41st Regrowth 123rd year of Ascendancy at 17:40 see stats
By Abdoma the Krog Cursed level 43
30th Pyre 124th year of Ascendancy at 16:42 see stats
By Abdoma the Krog Cursed level 43
15th Pyre 124th year of Ascendancy at 02:25 see stats
By Abdoma the Krog Cursed level 26
17th Pyre 123rd year of Ascendancy at 18:52 see stats
By Abdoma the Krog Cursed level 22
71st Regrowth 123rd year of Ascendancy at 13:47 see stats
By Abdoma the Krog Cursed level 31
35th Pyre 123rd year of Ascendancy at 10:30 see stats
By Abdoma the Krog Cursed level 10
9th Haze 122nd year of Ascendancy at 14:53 see stats
By Abdoma the Krog Cursed level 20
40th Regrowth 123rd year of Ascendancy at 17:18 see stats
By Abdoma the Krog Cursed level 30
29th Pyre 123rd year of Ascendancy at 15:40 see stats
By Abdoma the Krog Cursed level 40
1st Wintertide 124th year of Ascendancy at 07:40 see stats
By Abdoma the Krog Cursed level 50
53rd Regrowth 125th year of Ascendancy at 18:42 see stats
By Abdoma the Krog Cursed level 34
6th Dusk 123rd year of Ascendancy at 10:16 see stats
By Abdoma the Krog Cursed level 34
60th Pyre 123rd year of Ascendancy at 22:37 see stats
By Abdoma the Krog Cursed level 44
58th Pyre 124th year of Ascendancy at 17:06 see stats
By Abdoma the Krog Cursed level 26
17th Pyre 123rd year of Ascendancy at 00:29 see stats
By Abdoma the Krog Cursed level 37
42nd Haze 123rd year of Ascendancy at 14:44 see stats
By Abdoma the Krog Cursed level 48
21st Regrowth 125th year of Ascendancy at 08:39 see stats
By Abdoma the Krog Cursed level 7
16th Dusk 122nd year of Ascendancy at 20:55 see stats
By Abdoma the Krog Cursed level 48
15th Regrowth 125th year of Ascendancy at 10:15 see stats
By Abdoma the Krog Cursed level 49
48th Regrowth 125th year of Ascendancy at 15:23 see stats
By Abdoma the Krog Cursed level 39
77th Haze 123rd year of Ascendancy at 13:57 see stats
By Abdoma the Krog Cursed level 21
42nd Regrowth 123rd year of Ascendancy at 18:48 see stats
By Abdoma the Krog Cursed level 15
61st Haze 122nd year of Ascendancy at 14:40 see stats
By Abdoma the Krog Cursed level 27
20th Pyre 123rd year of Ascendancy at 13:33 see stats
By Abdoma the Krog Cursed level 49
53rd Regrowth 125th year of Ascendancy at 17:03 see stats
Log
Today is the 55th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 17:00.
Abdoma deactivates Repel.
Abdoma deactivates Stalk.
Abdoma deactivates Gloom.
Abdoma deactivates Antimagic Shield.
Abdoma is not affected anymore by the salve.