










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: MaDDworlDs' Buy Skills! 1.7.4Have extra cash? Buy some new class and generic talent trees! The staff shop in Angolwen now offers most class/generic skill trees for sale! prices range from 100 gold to 5,000 gold! Shout out to AkaviriBlade for all the leg work! Thank you for downloading, hope you enjoy! (Note: you'll need to start a new save, AND this mod does not include skills/spells for the DLCs!) (any mod that overwrites this staff shop will, ofc, not work together!) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
Items Vault 1.7.6Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 9 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by The Possessed at level 9 on the 2nd Mirth 122nd year of Ascendancy at 13:44 3 / 1 |
Primary Stats
| Strength | 26 (base 24) |
| Dexterity | 16 (base 16) |
| Constitution | 15 (base 10) |
| Magic | 34 (base 26) |
| Willpower | 12 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 284/284 |
| Vim | 186/186 |
| Healing Factor | 1.1460311219418 |
| Regeneration | 0.28650778048544 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 35 |
| Crit Chance | 10% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 35 |
| Crit Chance | 4% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 14 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Light | +10% |
| Physical | +2% |
| Blight | +8% |
| Arcane | +3% |
| Cold | +10% |
| Nature | +7% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 19.317011280365 (72.903125182002%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 15 |
| Physical Save | 25 |
| Spell Save | 24 |
| Mental Save | 20 |
Defense: Resistances
| Acid | 6%( 70%) |
| Physical | 2%( 70%) |
| Cold | 15%( 70%) |
| All | 0%( 70%) |
| Darkness | 5%( 70%) |
| Light | 35%( 70%) |
| Temporal | 5%( 70%) |
| Mind | 5%( 70%) |
| Lightning | 30%( 70%) |
| Nature | 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Corruption / Scourge | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Vile life | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Escort: injured seer (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons 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 |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITESLATE039;Pul and find out what lurks there and what treasures are to be gained! Of trolls and damp caves | active |
Equipment
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.32 to 69.96 lightning damage (46.64 average). The damage will increase with your Mindpower. This hat& |
| On hands | [vs. Gurain the dwarven-steel gauntlets (0 def, 2 armour) (On hands)]Gurain the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+5 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 3(-) blight / 3(-) physical / 7(-) nature Damage when hit (Melee): 2(-) physical Changes stats: +3(-) Con / +2(-) Mag Changes resistances: +7%(-) nature Changes damage: +3%(-) blight / +2%(-) physical / +3%(-) arcane / +4%(-) nature Physical save: +5 (+2 eff.) (-) Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Tooth of the Mouth (dig speed 12 turns) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 (-) Damage when hit (Melee): 10(-) draining blight Changes damage: +5%(-) blight When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | [vs. savior&LASTsavior& Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-) Mental save: +6 (+6 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. savior&LASTcopper ring &039; Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 34% Changes resistances: +20% lightning Changes resistances penetration: +10% mind Changes damage: +10% lightning / +3% nature Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Mental crit. chance: +1% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. riftstone copper amulet of constitution (+2) (Around neck)]riftstone copper amulet of constitution (+2) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +5%(-) mind / +5%(-) temporal Psi when firing a critical mind attack: +3.00 (-) Maximum psi: +5.00 (-) Amulets make your neck look great! |
| In main hand | [vs. Crooked Club (25-35 power, 4 apr) (In main hand, 1 of 2)]Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14(-) % chance of confusion / +30(-) physical When wielded/worn: Accuracy: +12 (+6 eff.) (-) An oddly twisted club with a hefty weight on the end. There&WHITETap to cycle through comparison choices |
| Around waist | [vs. nightruned rough leather belt of transcendence (Around waist)]nightruned rough leather belt of transcendence Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5%(-) light / +5%(-) darkness Physical save: +6 (+3 eff.) (-) Mindpower: +2 (+2 eff.) (-) A belt that goes around your waist. |
| In off hand | [vs. Crooked Club (25-35 power, 4 apr) (In main hand, 1 of 2)]iron waraxe of massacre (18-25 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2(-7.0 - -9.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-2) Crit. chance: +3.5% (-6.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) One-handed war axes. Tap to cycle through comparison choices |
| Cloak | [vs. cashmere cloak &039; (2 def, 0 armour) (Cloak)]cashmere cloak &039; (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) (-) Changes stats: +2(-) Str / +1(-) Mag / +2(-) Wil Changes resistances: +2%(-) physical Changes resistances penetration: +10%(-) physical Spell save: +7 (+3 eff.) (-) Mental save: +7 (+7 eff.) (-) Stamina each turn: +1.00 (-) Only die when reaching: -20.00 life (-) Maximum life: +35.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. steel mail armour of the deep (2 def, 9 armour) (Main armor)]steel mail armour of the deep (2 def, 9 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +6%(-) acid / +5%(-) cold Allows you to breathe in: water A suit of armour made of mail. |
Inventory
movement infusion of the duelist (speed 448%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 448% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.acid wave rune of the duelist (damage 71; dur 4; cd 23) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 71.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand)]Kor& Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-15.0 - -23.0) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 (-4) Crit. chance: +1.5% (-8.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.9 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 106.89 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (214). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. elm magestaff of power (10-12 power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-15.0 - -23.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-7.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Cinderprophet (14-22 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8(-10.5 - -13.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-3) Crit. chance: +4.5% (-5.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +0(-30) physical / +0(-14) % chance of confusion / +12 fire Damage (radius 1) on hit: +8 mind / +8 temporal When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Physical crit. chance: +7.0% Changes resistances: +3% fire Mindpower: +10 (+8 eff.) Massive two-handed battleaxes. |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand, 1 of 2)]flaming iron longsword (11-15 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4(-14.0 - -19.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +2.5% (-7.5%) Attack speed: 100% (-) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical Damage (radius 1) on hit: +5 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-6 eff.)) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand, 1 of 2)]Stormlash (17-19 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(-8.0 - -16.3) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+3) Crit. chance: +5.0% (-5.0%) Attack speed: 125% (+25%) On weapon hit: - Reduce targets accuracy and powers by 5 (stacks 5 times) On weapon crit: + Focus the lightning forces on an enemy Damage (Melee): +0(-14) % chance of confusion / +0(-30) physical Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+3 eff.) (-5 (-3 eff.)) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.93 to 50.80 lightning damage (based on Magic and Dexterity) Activation costs 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Tap to cycle through comparison choices |
[vs. iron waraxe of massacre (18-25 power, 2 apr) (In off hand)]This item will automatically be transmogrified when you leave the level. Velunn (0 def, 2 armour, 19 block) Requires: - Shield usage training - Strength 11 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Crit. chance: +0.0% (-3.5%) Attack speed: inf% (inf%) Learn shield attack talent or enable &039; to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +3% blight / +10% mind / +5% arcane Changes damage: +3% arcane Talent granted: +1 Block Handheld deflection devices. |
[vs. steel mail armour of the deep (2 def, 9 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-9) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Changes resistances: +0%(-6%) acid / +0%(-5%) cold / +7% all Allows you to breathe in: water A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. steel mail armour of the deep (2 def, 9 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-5) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +0%(-6%) acid / +0%(-5%) cold Allows you to breathe in: water A suit of armour made of mail. |
[vs. steel mail armour of the deep (2 def, 9 armour) (Main armor)]iron mail armour of acid resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-5) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes resistances: +18%(+12%) acid / +0%(-5%) cold Allows you to breathe in: water A suit of armour made of mail. |
[vs. cashmere cloak &039; (2 def, 0 armour) (Cloak)]resplendent linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-1 (-1 eff.)) Changes stats: +1(-1) Str / +1 Dex / +2(+1) Mag / +1(-1) Wil / +2 Cun Changes resistances: +0%(-2%) physical Changes resistances cap: +5% all Changes resistances penetration: +0%(-10%) physical Spell save: +5 (+2 eff.) (-2 (-1 eff.)) Mental save: +0 (+0 eff.) (-7 (-7 eff.)) Stamina each turn: +0.00 (-1.00) Only die when reaching: +0.00 life (+20.00 life) Maximum life: +25.00 (-10.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. cashmere cloak &039; (2 def, 0 armour) (Cloak)]thick linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) (-1 (-1 eff.)) Changes stats: +0(-2) Str / +0(-1) Mag / +0(-2) Wil Changes resistances: +0%(-2%) physical / +10% cold Changes resistances penetration: +0%(-10%) physical Spell save: +0 (+0 eff.) (-7 (-3 eff.)) Mental save: +0 (+0 eff.) (-7 (-7 eff.)) Stamina each turn: +0.00 (-1.00) Only die when reaching: +0.00 life (+20.00 life) Maximum life: +0.00 (-35.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.pair of iron boots &039; (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% blight / +5% arcane Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
[vs. Gurain the dwarven-steel gauntlets (0 def, 2 armour) (On hands)]defiled iron gauntlets (0 def, 1 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Armour: +1 (-1) Fatigue: +1% (-2%) Damage (Melee): 4(1) blight / 3(-) physical / 0(-7) nature Damage when hit (Melee): 0(-2) physical Changes stats: +0(-3) Con / +0(-2) Mag Changes resistances: +0%(-7%) nature Changes damage: +2%(-1%) blight / +2%(-) physical / +0%(-3%) arcane / +0%(-4%) nature Physical save: +6 (+3 eff.) (+1 (+1 eff.)) Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. miner& Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +3 Str Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold Infravision radius: +1 A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap &039; (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +4 Str / +1 Wil / +3 Con Changes resistances: +0%(-10%) lightning / +6%(-4%) cold Changes damage: +0%(-10%) lightning / +6%(-4%) cold Infravision radius: +2 A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. Cyremina (10 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +5 Defense: +10 (+10 eff.) Fatigue: +5% Damage when hit (Melee): 2 arcane Changes stats: +2 Str / +3 Con Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold / +6% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. prismatic iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +0%(-10%) lightning / +0%(-10%) cold / +10% light / +11% darkness Changes damage: +0%(-10%) lightning / +0%(-10%) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)]Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +2 (-3) Infravision radius: +7 Healing mod.: +0% (-10%) It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
Log
dude have a fuckin shower hits The Possessed for 17 lightning damage.
Dude have a fuckin shower stops bleeding.
dude have a fuckin shower hits The Possessed for 17 lightning damage.
dude have a fuckin shower hits The Possessed for 17 lightning damage.
Talent Infusion: Regeneration is ready to use.
dude have a fuckin shower hits The Possessed for 17 lightning damage.
Talent Infusion: Healing is ready to use.
dude have a fuckin shower hits The Possessed for 17 lightning damage.
Dude have a fuckin shower uses Infusion: Healing.
dude have a fuckin shower receives 57 healing from Infusion: Healing.
Dude have a fuckin shower uses Infusion: Regeneration.
Dude have a fuckin shower starts regenerating health quickly.
The Possessed casts Earthen Missiles.
The Possessed casts Earthen Missiles.
Melee retaliation hits The Possessed for 2 physical, 9 blight, 2 physical, 9 blight (22 total damage).
The Possessed hits dude have a fuckin shower for 37 physical, 4 healing, 7 physical, 4 healing (44 total damage) [8 healing].
Dude have a fuckin shower starts to bleed.
The Possessed&fbd578LASTWHITELASTLAST039;s Earthen Missiles hits dude have a fuckin shower for 16 physical, 3 physical (19 total damage).
The Possessed&fbd578LASTWHITELASTWHITELAST19 total damage).
The Possessed&fbd578LASTWHITELASTWHITELAST19 total damage).
dude have a fuckin shower the level 9 cornac reaver was mauled to death by The Possessed and used as a new host on level 3 of Ruins of Kor&
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
The Possessed&fbd578LAST










































































