











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.7Official 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:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 17 / 94% |
| Size | medium |
| Lifes / Deaths | Killed by golem at level 11 on the 10th Dusk 122nd year of Ascendancy at 22:09 0 / 6Killed by ritch flamespitter at level 17 on the 45th Dusk 122nd year of Ascendancy at 06:18 Killed by snow giant boulder thrower at level 17 on the 48th Dusk 122nd year of Ascendancy at 06:29 Killed by snow giant thunderer at level 17 on the 48th Dusk 122nd year of Ascendancy at 06:44 Killed by Yvadama the armoured skeleton warrior at level 17 on the 9th Haze 122nd year of Ascendancy at 11:51 Killed by Nerora the lesser vampire at level 17 on the 10th Haze 122nd year of Ascendancy at 00:23 |
Primary Stats
| Strength | 15 (base 15) |
| Dexterity | 57 (base 44) |
| Constitution | 12 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 48 (base 31) |
Resources
| Life | -149/332 |
| Stamina | 7/146 |
| Healing Factor | 1.1664835164835 |
| Regeneration | 0.29162087912088 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 32.989687335918 |
| See Invisible | 32.989687335918 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 63 |
| Crit Chance | 25% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Cold | +24% |
| Light | +10% |
| Nature | +10% |
Offense: Damage Penetration
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 2 |
| Physical Save | 18 |
| Spell Save | 21 |
| Mental Save | 24 |
Defense: Resistances
| Cold | + 3%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 15%( 70%) |
| Nature | + 29%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 13%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Bleed Resistance | 20% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 588% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 78 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. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Effects
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | Victim is tormented with impending death. When it dies, it will restore to the source (Nerora the lesser vampire) up to 7 times the normal amount of Vim. Bleak Outcome |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 49%. Exhaustion |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by hornet swarm. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed skeleton mage skull. * '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 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Maximum encumbrance: +22 Physical save: +6 (+4 eff.) Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
| Quiver | Woequick (19/19, 43-60.2 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 43.0 - 60.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +11.0% Capacity: 19 On weapon crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 darkness / +4 cold Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +4 darkness Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Armylerim' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +3% cold Changes damage: +3% mind Spell save: +6 (+3 eff.) Disease immunity: +20% Cut immunity: +20% Pinning immunity: +20% A cap made of leather. |
| Tool | Galiregofast the ash totem of healing [power 182] (4/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 6 mind Changes resistances: +2% physical Physical save: +3 (+2 eff.) Maximum psi: +30.00 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Serpentresolve the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 10% chance to slow global speed by 47% Changes stats: +1 Mag Changes resistances: +20% nature Changes damage: +10% nature Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Rings can have magical properties. |
| On fingers | marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +3 Dex Spellpower: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
| Around waist | BlazehungerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Changes stats: +1 Dex / +1 Cun / +2 Con Changes resistances: +6% lightning Changes resistances penetration: +5% physical Mental save: +5 (+3 eff.) Equilibrium when hit: +0.12 Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
| In main hand | steady ash longbow of coldRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +11 cold When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +3.0% Changes damage: +12% cold Longbows are used to shoot arrows at your foes. |
| On hands | Isulle the hardened leather gloves (15 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +1 Armour: +2 Defense: +15 (+5 eff.) Changes stats: +6 Dex / +1 Cun Changes resistances penetration: +5% physical Only die when reaching: -60.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Glacierraven (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 8 mind Changes resistances: +15% temporal Changes damage: +12% cold Critical mult.: +5.00% A suit of armour made of leather. |
| Cloak | linen cloak 'Eilinukira' (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +2 Mag / +2 Wil Changes resistances: +9% nature Spell save: +6 (+3 eff.) Only die when reaching: -40.00 life Maximum mana: +42.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +13% mind Confusion immunity: +22% Amulets can have magical properties. |
Inventory
healing infusion of the psychic (heal 91; cd 10)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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. |
movement infusion of the wizard (speed 534%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% 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 Magic 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. |
regeneration infusion of the sneak (heal 273; 12 cd)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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Cunning 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. |
blink rune of the sneak (range 4; phase 24; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Cunning 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. |
mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Fatigue: -5% Maximum encumbrance: +21 Spellpower: +5 (+3 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.hateful dwarven-steel greatsword of daylight (33-52.8 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 darkness / +7 light Damage against: +10% Living / +7% Undead Massive two-handed swords. |
Stormlash (17-18.7 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 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 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 15.17 to 45.50 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. |
Mardarig (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +4 Wil Changes resistances: +9% blight / +12% cold Mental save: +3 (+2 eff.) Maximum psi: +30.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% A cap made of leather. |
miner's rough leather cap of constitution (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Con Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +14% light / +10% darkness A suit of armour made of mail. |
4 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. |
71 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+3 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 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 20% 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
Achievements
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ynne the Cornac Archer level 10
10th Mirth 122nd year of Ascendancy at 08:09 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ynne the Cornac Archer level 17
44th Dusk 122nd year of Ascendancy at 21:44 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Ynne the Cornac Archer level 14
23rd Dusk 122nd year of Ascendancy at 06:41 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ynne the Cornac Archer level 7
78th Pyre 122nd year of Ascendancy at 11:48 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ynne the Cornac Archer level 16
42nd Dusk 122nd year of Ascendancy at 03:15 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Ynne the Cornac Archer level 17
46th Dusk 122nd year of Ascendancy at 01:10 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ynne the Cornac Archer level 16
40th Dusk 122nd year of Ascendancy at 22:39 see stats
Log
Nerora the lesser vampire receives 45 healing.
Ynne shoots!
Talent Steady Shot is ready to use.
Deep Wound from Ynne hits Nerora the lesser vampire for (27 turned into osmosis), 27 physical (27 total damage).
Nerora the lesser vampire receives 52 healing.
Ynne uses Tumble.
Ynne shoots!
Nerora the lesser vampire casts Invoke Darkness.
Nerora the lesser vampire hits Ynne for 94 darkness damage.
Nerora the lesser vampire's deep wound closes.
Ynne's Shoot hits Nerora the lesser vampire for (44 turned into osmosis), 103 physical, (18 turned into osmosis), 18 darkness, (6 turned into osmosis), 6 cold, (3 turned into osmosis), 3 cold (129 total damage).
Talent Disengage is ready to use.
Nerora the lesser vampire receives 72 healing.
Ynne shoots!
Ynne's Shoot hits Nerora the lesser vampire for (44 turned into osmosis), 51 physical, (18 turned into osmosis), 18 darkness, (6 turned into osmosis), 6 cold, (3 turned into osmosis), 3 cold (77 total damage).
Ynne feels pain again.
Nerora the lesser vampire receives 75 healing.
Talent Steady Shot is ready to use.
Nerora the lesser vampire receives 77 healing.
Nerora the lesser vampire casts Invoke Darkness.
Ynne reacts to damage from Nerora the lesser vampire, mitigating the blow!.
Nerora the lesser vampire hits Ynne for (16 reacted , -3 stam), 119 darkness (119 total damage).
Ynne the level 17 cornac archer was shadowed to death by Nerora the lesser vampire on level 3 of Daikara.
Ynne deactivates Intuitive Shots.
Ynne deactivates Trained Reactions.













































































