










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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:
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:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines 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: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 22 / 96% |
Size | medium |
Lifes / Deaths | Killed by war hound at level 10 on the 2nd Summertide 122nd year of Ascendancy at 14:42 0 / 6Killed by Eilinobeth the Guardian at level 18 on the 47th Dusk 122nd year of Ascendancy at 08:44 Killed by Garin the vampire at level 21 on the 29th Haze 122nd year of Ascendancy at 05:22 Killed by skeleton warrior at level 22 on the 56th Haze 122nd year of Ascendancy at 14:42 Killed by Yvyda the copperhead snake at level 22 on the 57th Haze 122nd year of Ascendancy at 16:31 Killed by Yvyda the copperhead snake at level 22 on the 57th Haze 122nd year of Ascendancy at 17:50 |
Primary Stats
Strength | 44 (base 42) |
Dexterity | 17 (base 11) |
Constitution | 32 (base 25) |
Magic | 14 (base 10) |
Willpower | 58 (base 40) |
Cunning | 22 (base 10) |
Resources
Life | -90/684 |
Stamina | 283/283 |
Equilibrium | 165 |
Healing Factor | 1.4633663366337 |
Regeneration | 63.817405940596 |
Speed
Mental | +8.30930844296% |
Attack | +8.30930844296% |
Movement | -0.45489458830996% |
Spell | 0% |
Global | +69.645996540874% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3.350532258242 |
See Stealth | 10 |
See Invisible | 16 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 47 |
Accuracy | 24 |
Crit Chance | 13% |
APR | 4 |
Speed | 0.92 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 14 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 9% |
Speed | 0.92328167761005 |
Offense: Damage Bonus
Acid | +3% |
Physical | +3% |
Cold | +3% |
All | 0% |
Darkness | +9% |
Light | +10% |
Mind | +10% |
Lightning | +15% |
Fire | +3% |
Nature | +16% |
Offense: Damage Penetration
Physical | +6% |
Lightning | +6% |
Acid | +16% |
Temporal | +40% |
Darkness | +5% |
Arcane | +20% |
Cold | +6% |
Fire | +16% |
Defense: Base
Armour (hardiness) | 27.36174050493 (81.694915254237%) |
Defense | 23 |
Ranged Defense | 32 |
Fatigue | 38 |
Physical Save | 25 |
Spell Save | 36 |
Mental Save | 33 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 39%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 31%( 70%) |
All | + 7%( 70%) |
Lightning | + 18%( 70%) |
Light | + 25%( 70%) |
Physical | + 7%( 70%) |
Fire | + 15%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Stun Resistance | 15% |
Disarm Resistance | 23% |
Poison Resistance | 20% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 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 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 12 Slowed by 0.43583271066144 Damage per turn 53 |
detrimental effect | The target is poisoned, taking 64.99 nature damage per turn. Poison |
beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
beneficial effect | A flow of life spins around the target, regenerating 40.36 life per turn. Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You failed to protect the lone alchemist from death by Emelyrille the armoured skeleton warrior. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Escort the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell) | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice 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 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 19. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of elder vampire blood. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed snow giant kidney. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Mag +5 Con ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +2% Resists +12% acid ---------- misc Light +3 Telepathy Demon/Minor Demon/Major 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 [Rare] Nature While equipped: Stats +4 Dex +2 Mag +2 Wil dps ---------- Melee Ret 4 mind ----- def ----- Crit.dmg- 15.00% Max.HP +47.00 ---------- misc Light +3 Infravis +2 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 40.46 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (30% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 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. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Max.HP +23.00 Disarm- +23% Pinning- +20% Knockbk- +21% Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +10% light +12% lightning Res.pen +5% darkness Melee Ret 8 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +20% light +6% lightning Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 acid On Hit.r1 +8 arcane +12 fire On Crit: * splashes the target with acid * cripple the target While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +9% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction One-handed war axes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 T3 shield armor [Rare] Nature When used to Attack: Power 25.0 - 30.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +77 Melee+ +13 nature +4 arcane On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Res.pen +5% arcane +15% temporal Melee Ret 12 nature 4 arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% Resists +13% nature +15% blight Max.HP +64.00 ---------- misc Talents +3 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Res.pen +15% arcane +10% acid Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+1 eff.) Resists +5% arcane +3% acid Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Rare] Arcane While equipped: dps ---------- Res.pen +25% temporal +10% fire On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +7% arcane +6% fire Spell.save +16 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 581% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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 ability. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% mind Confus- +21% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.14 Wild-gift/Higher draconic abilities Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +1% ----- def ----- Resists +12% nature +3% lightning Mind.save +12 (+6 eff.) Confus- +24% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +20% ---------- misc Mana/turn +0.13 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 29 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% lightning Acc +6 (+3 eff.) ----- def ----- Resists +24% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% darkness Acc +4 (+2 eff.) ----- def ----- Resists +24% darkness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +9 (+4 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Spell.save +12 (+5 eff.) ---------- misc Max.stam +14.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Nature/Master Power 49.0 - 78.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 16% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +2 Con dps ---------- Res.pen +10% lightning Massive two-handed swords. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Psionic Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 darkness On Hit: * 20% chance to torment the target While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +9% physical Res.pen +11% mind +7% darkness Melee Ret 8 physical ----- def ----- Armour +8 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 blight On Crit.r2 +8 blight On Hit: * 20% chance to corrode armour by 30% While equipped: dps ---------- Res.pen +5% blight Acc +8 (+4 eff.) On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +8 (+4 eff.) Resists +6% blight Disarm- +28% One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 20.78 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Master Power 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +16 Crit +8.0% Capacity 17 Proj.spd +200% Ranged+ +20 blight On Hit.r1 +4 blight +16 lightning On Hit: 10% Epidemic 3 On Hit: * 40% chance to daze at end of turn * 29% chance to disease Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T3 shield armor [Normal] When used to Attack: Power 33.5 - 40.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +72 While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 9.0 T4 light armor [Ego+] Psionic While equipped: Stats +5 Cun +7 Wil ----- def ----- Armour +7 Defense +4 (+2 eff.) Fatigue +8% Mind.save +21 (+9 eff.) A suit of armour made of leather. |
![]() 17.0 T1 massive armor [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +20% Mind.save +21 (+9 eff.) A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +2 Dex +2 Mag +1 Wil +1 Cun +4 Con ----- def ----- Resists +6% acid +6% blight ---------- misc See.Invis +3 Telepathy Demon/Minor Demon/Major A belt that goes around your waist. |
![]() 1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Mag +3 Wil +8 Cun +2 Con ----- def ----- Armour +2 Resists +3% nature Phys.save +8 (+4 eff.) ---------- misc Light +1 Telepathy Dragon Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Mag +3 Wil +3 Cun dps ---------- Spell.pwr +2 (+2 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% arcane Res.pen +20% blight Phasing +20% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Dex +4 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+1 eff.) Resists +18% nature ---------- misc Light +3 See.Invis +9 A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Rare] Disrupt While equipped: dps ---------- Res.pen +10% acid Melee Ret 16 acid 4 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Resists +5% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 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 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +18% acid +6% light +6% lightning Spell.save +20 (+8 eff.) Mind.save +8 (+4 eff.) ---------- misc Light +3 See.Stealth +13 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +3% acid Res.pen +10% acid Acc +5 (+2 eff.) On Hit (Melee): * 20 arcane resource burn * 30% chance to corrode armour by 30% ----- def ----- Resists +9% lightning +6% fire ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 73 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% lightning Mind.save +9 (+5 eff.) Blind- +15% Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 10 cooldown 100% to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ynein the Cornac Wyrmic level 21
48th Haze 122nd year of Ascendancy at 20:47 see stats
By Ynein the Cornac Wyrmic level 19
13rd Haze 122nd year of Ascendancy at 15:38 see stats
By Ynein the Cornac Wyrmic level 20
23rd Haze 122nd year of Ascendancy at 16:07 see stats
By Ynein the Cornac Wyrmic level 10
2nd Summertide 122nd year of Ascendancy at 08:34 see stats
By Ynein the Cornac Wyrmic level 20
15th Haze 122nd year of Ascendancy at 01:52 see stats
By Ynein the Cornac Wyrmic level 18
48th Dusk 122nd year of Ascendancy at 22:50 see stats
By Ynein the Cornac Wyrmic level 9
8th Mirth 122nd year of Ascendancy at 19:25 see stats
By Ynein the Cornac Wyrmic level 12
6th Flare 122nd year of Ascendancy at 19:08 see stats
By Ynein the Cornac Wyrmic level 19
14th Haze 122nd year of Ascendancy at 20:24 see stats
Log
Yvyda the copperhead snake resists the mind attack!
Ynein is stunned!
Ynein hits Yvyda the copperhead snake for (7 resist armour), 0 darkness, (11 resist armour), 0 nature, (15 resist armour), 3 acid, (3 resist armour), 0 arcane, (7 resist armour), 0 mind (3 total damage).
Grappling hits Ynein for 0 physical damage.
Yvyda the copperhead snake hits Ynein for 173 physical, 3 nature (177 total damage).
--------------------------------
Ynein uses Infusion: Regeneration.
Ynein starts regenerating health quickly.
Yvyda the copperhead snake speeds up.
Forest wight's glacial vapour area effect hits Ynein for 11 cold damage.
Forest wight's glacial vapour area effect hits Yvyda the copperhead snake for (12 resist armour), 0 cold (0 total damage).
Yvyda the copperhead snake bites poison into Ynein.
Ynein hits Yvyda the copperhead snake for (2 resist armour), 0 darkness, (3 resist armour), 0 nature, (6 resist armour), 0 acid, (1 resist armour), 0 arcane, (5 resist armour), 0 mind (0 total damage).
Yvyda the copperhead snake hits Ynein for 22 nature, 3 nature (26 total damage).
--------------------------------
You fail to use Prismatic Slash due to your equilibrium!
Grappled from Yvyda the copperhead snake hits Ynein for 47 physical damage.
Ynein receives 95 healing from Poison from Yvyda the copperhead snake.
Ynein hits Yvyda the copperhead snake for (2 resist armour), 0 darkness, (3 resist armour), 0 nature, (6 resist armour), 0 acid, (1 resist armour), 0 arcane, (5 resist armour), 0 mind (0 total damage).
Yvyda the copperhead snake hits Ynein for 80 physical, 3 nature (84 total damage).
Yvyda the copperhead snake rearms.
Forest wight's glacial vapour area effect hits Ynein for 11 cold damage.
Forest wight's glacial vapour area effect hits Yvyda the copperhead snake for (12 resist armour), 0 cold (0 total damage).
Grappled from Yvyda the copperhead snake hits Ynein for 47 physical damage.
Ynein receives 95 healing from Poison from Yvyda the copperhead snake.
Yvyda the copperhead snake throws two quick punches.
Yvyda the copperhead snake performs a melee critical strike against Ynein!
Saving game...