











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Krog |
Class | Wyrmic |
Level / Exp | 32 / 20% |
Size | huge |
Lifes / Deaths | Killed by Saledhema the temporal stalker at level 30 on the 28th Haze 122nd year of Ascendancy at 09:45 / 2Killed by Silivena the skeleton archer at level 32 on the 9th Allure 123rd year of Ascendancy at 22:25 |
Antimagic | Follower |
Primary Stats
Strength | 43 (base 33) |
Dexterity | 22 (base 10) |
Constitution | 36 (base 20) |
Magic | 8 (base 10) |
Willpower | 81 (base 60) |
Cunning | 53 (base 35) |
Resources
Life | -141/1318 |
Equilibrium | 41 |
Healing Factor | 1.4579202340232 |
Regeneration | 26.964330210301 |
Speed
Mental | +2.9072344087915% |
Attack | +2.9072344087915% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +106% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 2 |
See Stealth | 25 |
See Invisible | 20 |
Offense: Mainhand
Damage | 70 |
Accuracy | 57 |
Crit Chance | 37% |
APR | 42 |
Speed | 0.97 |
Offense: Offhand
Damage | 70 |
Accuracy | 57 |
Crit Chance | 37% |
APR | 42 |
Speed | 0.97 |
Offense: Spell
Spellpower | 4.3333333333333 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 55% |
Speed | 0.97174897930652 |
Offense: Damage Bonus
Acid | +26% |
Blight | +20% |
Physical | +37% |
Cold | +35% |
All | 0% |
Darkness | +29% |
Lightning | +27% |
Mind | +12% |
Fire | +26% |
Nature | +65% |
Offense: Damage Penetration
Acid | +50% |
Blight | +30% |
Physical | +30% |
Cold | +35% |
All | 0% |
Lightning | +40% |
Darkness | +55% |
Fire | +42% |
Nature | +50% |
Defense: Base
Armour (hardiness) | 50.723073231957 (96.438666929426%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 19 |
Physical Save | 30 |
Spell Save | 38 |
Mental Save | 49 |
Defense: Resistances
Acid | + 71%( 72%) |
Blight | + 13%( 72%) |
Physical | + 16%( 72%) |
Cold | + 26%( 72%) |
All | + 10%( 72%) |
Darkness | + 13%( 72%) |
Light | + 21%( 72%) |
Lightning | + 25%( 72%) |
Fire | + 47%( 72%) |
Nature | + 42%( 72%) |
Defense: Immunities
Stun Resistance | 54% |
Confusion Resistance | 11% |
Poison Resistance | 0% |
Blind Resistance | 100% |
Disarm Resistance | 28% |
Bleed Resistance | 50% |
Pinning Resistance | 64% |
Instadeath Resistance | 100% |
Knockback Resistance | 73% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 391 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -580 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1223 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 failed to protect the injured seer from death by Islathra the rogue. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 374. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Mind.crit +4% Mind.pwr +15 (+4 eff.) Mov.spd +10% Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue -3% Resists +8% fire +6% cold Mind.save +3 (+1 eff.) Max.HP +41.00 ---------- misc Stam/turn +0.60 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Ego++] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) Blind- +20% Confus- +11% ---------- misc Light +9 See.Stealth +10 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.6 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+6 eff.) ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 168.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. This item has been sent to the Item's Vault. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% S.pwr/crit +8 Res.pen +10% lightning Melee Ret 4 arcane ---------- misc Max.mana +100.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 219 physical damage Puts all charms on 15 cooldown 100% to heal for 62. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +12% nature ----- def ----- Resists +24% nature +12% lightning Mind.save +12 (+4 eff.) ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Dex +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% darkness Acc +10 (+5 eff.) Melee Ret 2 physical ----- def ----- Armour +4 Resists +12% light Max.HP +31.00 Disarm- +28% Pinning- +24% Knockbk- +28% ---------- misc Light +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +6% mind ----- def ----- Armour +4 Defense +4 (+1 eff.) Res.Cap +2% all Phys.save +11 (+5 eff.) Heal.mod +12% Cut- +50% ---------- misc Psi/ret +0.04 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 268 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 38 While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Crit.mult +10.00% Spell.pwr +5 (+2 eff.) Mind.pwr +8 (+2 eff.) All.spd +6% Melee+ 11 fire 7 mind 4 darkness Dmg.mod +7% lightning +5% physical +3% darkness +6% fire +6% mind +9% cold Res.pen +12% fire ----- def ----- Defense +16 (+5 eff.) Resists +13% fire Spell.save +6 (+3 eff.) Pinning- +23% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str +9 Dex +5 Cun +7 Con dps ---------- Phys.crit +8.0% Mind.crit +10% Phys.pwr +20 (+6 eff.) Dmg.mod +6% physical Res.pen +20% acid On Hit (Melee): * 20% chance to reduce armor by 9% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Resists +2% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +10.00% Mind.pwr +30 (+8 eff.) Dmg.mod +6% cold Res.pen +25% darkness +5% cold Acc +8 (+4 eff.) Apr +10 ----- def ----- Defense +2 (+1 eff.) Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +6% acid ----- def ----- Armour +13 Defense +9 (+3 eff.) Fatigue +22% Resists +17% fire Mind.save +15 (+5 eff.) Max.HP +28.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -472 life. The duration and life will increase by 1% for every 1% life you have lost (currently 995 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 126 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 816% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +8 (+4 eff.) Apr +7 Sharp, short and deadly. |
![]() 3.0 T2 longsword 1H weapon [Rare] Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Phys.pwr +10 (+3 eff.) Phys.spd +10% Dmg.mod +9% physical Acc +8 (+4 eff.) Melee Ret 4 temporal 10 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Sharp, long, and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 fire While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +9% fire ----- def ----- Resists +18% light Crit.chn- 10.00% ---------- misc Hate/kill +2.00 Psi/kill +3.00 See.Invis +6 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 117.82 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Mind.save +4 (+1 eff.) Disease- +13% ---------- misc Max.psi +18.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 fire While equipped: dps ---------- Spell.crit +2% S.pwr/crit +10 Dmg.mod +6% blight +33% fire Res.pen +10% fire ----- def ----- Spell.save +18 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +20 (+6 eff.) Dmg.mod +9% darkness Apr +4 On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Resists +9% acid One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Res.pen +7% physical Acc +19 (+8 eff.) Apr +7 One-handed war axes. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +25 (+8 eff.) Dmg.mod +14% mind Melee Ret 10 lightning ----- def ----- Armour +8 Resists +14% mind +9% all ---------- misc Stam/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +16% mind ----- def ----- Resists +3% nature +16% mind +9% all Max.HP +100.00 HP.reg +4.00 Poison- +20% Cut- +20% Silence- +10% Teleport- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Dex +4 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 21 mind 22 darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 38 ----- def ----- Armour +2 Phys.save +8 (+4 eff.) Mind.save -15 (-5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 9.0 T2 light armor [Rare] Master While equipped: Stats +6 Mag dps ---------- Spell.pwr +30 (+6 eff.) Res.pen +20% blight +5% arcane ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +19% acid +6% mind ---------- misc Light +2 A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Arcane/Psionic When used to Attack: Power 11.5 - 13.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 38 On Melee Ret: * 19% chance to reduce all saves and defense by 38 ----- def ----- Armour +4 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% arcane +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +9% fire +7% darkness +5% arcane Max.HP +30.00 ---------- misc Max.stam +24.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 66.87 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Dmg.mod +9% mind Melee Ret 2 mind Sting an enemy dealing 310 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ryo the Krog Wyrmic level 31
43rd Haze 122nd year of Ascendancy at 01:00 see stats
By Ryo the Krog Wyrmic level 13
21st Dusk 122nd year of Ascendancy at 04:21 see stats
By Ryo the Krog Wyrmic level 31
9th Allure 123rd year of Ascendancy at 11:46 see stats
By Ryo the Krog Wyrmic level 28
24th Haze 122nd year of Ascendancy at 18:48 see stats
By Ryo the Krog Wyrmic level 21
76th Dusk 122nd year of Ascendancy at 23:14 see stats
By Ryo the Krog Wyrmic level 28
21st Haze 122nd year of Ascendancy at 03:21 see stats
By Ryo the Krog Wyrmic level 26
5th Haze 122nd year of Ascendancy at 01:18 see stats
By Ryo the Krog Wyrmic level 18
52nd Dusk 122nd year of Ascendancy at 15:28 see stats
By Ryo the Krog Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 20:57 see stats
By Ryo the Krog Wyrmic level 20
74th Dusk 122nd year of Ascendancy at 17:59 see stats
By Ryo the Krog Wyrmic level 30
28th Haze 122nd year of Ascendancy at 00:32 see stats
By Ryo the Krog Wyrmic level 31
53rd Haze 122nd year of Ascendancy at 14:56 see stats
By Ryo the Krog Wyrmic level 23
1st Haze 122nd year of Ascendancy at 20:27 see stats
By Ryo the Krog Wyrmic level 26
15th Haze 122nd year of Ascendancy at 05:08 see stats
By Ryo the Krog Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 15:08 see stats
By Ryo the Krog Wyrmic level 23
1st Haze 122nd year of Ascendancy at 22:04 see stats
By Ryo the Krog Wyrmic level 23
1st Haze 122nd year of Ascendancy at 23:29 see stats
By Ryo the Krog Wyrmic level 16
45th Dusk 122nd year of Ascendancy at 03:09 see stats
By Ryo the Krog Wyrmic level 30
28th Haze 122nd year of Ascendancy at 09:45 see stats
Log
--------------------------------
Ryo uses Infusion: Regeneration.
Ryo starts regenerating health quickly.
Ryo's corrosive acid area effect hits Armoured skeleton warrior for (165 absorbed), 0 acid (0 total damage).
Ryo's corrosive acid area effect hits Silivena the skeleton archer for 139 acid damage.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Silivena the skeleton archer casts Lord of Skulls.
Armoured skeleton warrior becomes the Lord of Skulls!
Lord of Skulls (warrior) receives 1006 healing.
Bleeding from Silivena the skeleton archer hits Ryo for 49 physical damage.
--------------------------------
Ryo uses Dissolve.
Lord of Skulls (warrior) resists!
The shield around Lord of Skulls (warrior) crumbles.
Lord of Skulls (warrior)'s armor corrodes!
Ryo is recovering from the damage!
Ryo performs a melee critical strike against Lord of Skulls (warrior)!
Ryo performs a melee critical strike against Lord of Skulls (warrior)!
Ryo performs a melee critical strike against Lord of Skulls (warrior)!
Lord of Skulls (warrior) shatters!
Melee retaliation hits Ryo for 99 physical, 99 physical, 99 physical, 99 physical, 99 physical, 99 physical, 199 physical, 199 physical (994 total damage).
Ryo hits Armoured skeleton warrior for (67 absorbed), 0 acid, (4 absorbed), 0 darkness, (10 absorbed), 0 fire, (1 absorbed), 65 acid, 5 mind, 64 acid, 4 darkness, 10 fire, 66 acid, 5 mind, 66 acid, 4 darkness, 10 fire, 66 acid, 5 mind, 62 acid, 4 darkness, 10 fire, 66 acid, 5 mind, 137 acid, 4 darkness, 10 fire, 66 acid, 5 mind, 133 acid, 4 darkness, 10 fire, 66 acid, 3 mind, 129 acid (1088 total damage).
Ryo killed Armoured skeleton warrior!
Ryo's corrosive acid area effect hits Silivena the skeleton archer for 139 acid damage.
Silivena the skeleton archer casts Invoke Darkness.
Silivena the skeleton archer hits Ryo for 221 darkness damage.
Ryo the level 32 krog wyrmic was darkened to death by Silivena the skeleton archer on level 2 of Ruined halfling complex.