Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
Sex | Female |
Race | Yeek |
Class | Doomed |
Level / Exp | 11 / 64% |
Size | small |
Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 9 on the 11st Dusk 122nd year of Ascendancy at 12:08 3 / 1 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 5 (base 10) |
Magic | 10 (base 10) |
Willpower | 43 (base 36) |
Cunning | 35 (base 26) |
Resources
Life | 158/158 |
Hate | 62/100 |
Healing Factor | 0.89725598253609 |
Regeneration | 0.22431399563402 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 8.3404499272777 |
Offense: Mainhand
Damage | 11 |
Accuracy | 28 |
Crit Chance | 10% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 28 |
Crit Chance | 10% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +6% |
Nature | +3% |
Fire | +5% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Nature | +10% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 10 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 3 |
Physical Save | 13 |
Spell Save | 25 |
Mental Save | 31 |
Defense: Resistances
Blight | + 3%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 23%( 70%) |
All | 0%( 70%) |
Lightning | + 20%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 5%( 74%) |
Darkness | + 13%( 78%) |
Fire | + 27%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 50% |
Silence Resistance | 20% |
Confusion Resistance | 73% |
Fear Resistance | 18% |
Stun Resistance | 18% |
Poison Resistance | 50% |
Knockback Resistance | 18% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Punishments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Deflection |
talent | Call Shadows |
talent | Gesture of Pain |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+35% chance to avoid traps). Power 2+: -3 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+9% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 35 mind and 36 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 48 Mind damage, and deal 50 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You failed to protect the lost warrior from death by Aritira the mountain troll. Escort: lost warrior (level 2 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | insulating pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +6% cold other ------- Stamina/turn +0.30 Max stamina +10.00 Curse of Shrouds A pair of boots made of leather. |
Light source | brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Squalorfist' (Nightmares) (0 def, 1 armour) rough leather cap 'Squalorfist' (Nightmares) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +13% temporal +3% blight +3% fire +5% arcane Curse of Nightmares A cap made of leather. |
Tool | elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | savior's copper ring savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+6 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
Around waist | insulating rough leather belt (Shrouds) insulating rough leather belt (Shrouds)1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +5% fire +6% cold Curse of Shrouds A belt that goes around your waist. |
In main hand | horrifying vined mindstar of balance (Misfortune) (5-6 power, 18 apr, mind damage) horrifying vined mindstar of balance (Misfortune) (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 mind 3 darkness Damage +3% mind +3% darkness defense ------ Physical save +3 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Curse of Misfortune 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. |
On hands | Flamewrought (Misfortune) (0 def, 2 armour) Flamewrought (Misfortune) (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 48.50 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
In off hand | blooming vined mindstar (Shrouds) (5-6 power, 18 apr, nature damage) blooming vined mindstar (Shrouds) (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Healmod +14% Heal-on-summon +11 other ------- Talents +1 Attune Mindstar Curse of Shrouds 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 | linen cloak 'Shadowsun' (Nightmares) (1 def, 6 armour) linen cloak 'Shadowsun' (Nightmares) (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +10% darkness +10% nature defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +3% fire +6% nature +11% cold Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Eel-skin armour (Misfortune) (16 def, 0 armour) Eel-skin armour (Misfortune) (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+9 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Curse of Misfortune Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 44.79 to 134.37 lightning damage (89.58 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
regeneration infusion (heal 123; 13 cd) regeneration infusion (heal 123; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 123 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. |
wild infusion of the psychic (res 24%; mental; dur 3; cd 13) wild infusion of the psychic (res 24%; mental; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the wizard (absorb 105; dur 4; cd 15) shielding rune of the wizard (absorb 105; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 105 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mossy mindstar of balance (Corpses) (2-2 power, 12 apr, mind damage) mossy mindstar of balance (Corpses) (2-2 power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Physical save +2 (+2 eff.) Spell save +3 (+1 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.70 Talents +1 Attune Mindstar Curse of Corpses 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. |
mossy mindstar of life (Corpses) (2-3 power, 12 apr, nature damage) mossy mindstar of life (Corpses) (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Life +13.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Curse of Corpses 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. |
overgrown iron steamgun (Madness) overgrown iron steamgun (Madness)4.0 Encumbrance T1 steamgun 1H weapon Reqs Dex 11 Shoot Steam Pool [Ego] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On Hit: 10% Overgrowth level 1 Uses 2.0 Steam While equipped: defense ------ Life Regen +0.60 Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's steel steamgun of fire (Corpses) strafer's steel steamgun of fire (Corpses)4.0 Encumbrance T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 fire Uses 2.0 Steam While equipped: offense ------ Damage +10% fire Accuracy +5 (+5 eff.) other ------- Cooldown Strafe -2 Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic iron waraxe of crippling (Misfortune) (10-15 power, 2 apr) acidic iron waraxe of crippling (Misfortune) (10-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon Reqs Str 11 [Ego+] Arcane/Master Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Physical Crit +7.0% Curse of Misfortune One-handed war axes. |
steel waraxe of amnesia (Corpses) (13-18 power, 3 apr) steel waraxe of amnesia (Corpses) (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego+] Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Curse of Corpses One-handed war axes. |
Layotha the Frigidstone (Madness) Layotha the Frigidstone (Madness)1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +25% cold When Hit 2 cold On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +9% temporal Life Regen +1.00 Healmod +11% Curse of Madness A belt that goes around your waist. |
rough leather belt of unlife (Misfortune) rough leather belt of unlife (Misfortune)1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
enveloping linen cloak (Shrouds) (6 def, 0 armour) enveloping linen cloak (Shrouds) (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +6 (+4 eff.) Physical save +5 (+5 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of Iron Throne (Corpses) (1 def, 0 armour) spellcowled linen cloak of Iron Throne (Corpses) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +2 Mag +2 Wil +1 Con defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) other ------- Max mana +41.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe (Madness) (0 def, 0 armour) mindwoven woollen robe (Madness) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Mind save +18 (+9 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorimithra the Blizzardtouch (Shrouds) (0 def, 3 armour) Glorimithra the Blizzardtouch (Shrouds) (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Arcane While equipped: offense ------ Spellpower +3 (+3 eff.) Damage +12% cold Ignore resists +5% blight On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 defense ------ Armor +3 Fatigue +2% Resistance +6% mind +3% cold Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Aeragonik' (Madness) (0 def, 3 armour) pair of iron boots 'Aeragonik' (Madness) (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +3% mind defense ------ Armor +3 Fatigue +2% Resistance +6% fire +6% cold Mind save +9 (+4 eff.) Life +60.00 Life Regen +4.00 Cut Resist +10% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
linen wizard hat 'Airfiend' (Nightmares) (1 def, 0 armour) linen wizard hat 'Airfiend' (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +2 Con offense ------ Damage +11% physical Ignore resists +15% lightning defense ------ Defense +1 (+1 eff.) Resistance +6% cold +11% physical other ------- Light +1 Curse of Nightmares A pointy cloth hat, very wizardly... |
linen wizard hat (Nightmares) (1 def, 0 armour) linen wizard hat (Nightmares) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of the mountain (+11%) (Corpses) (1 def, 0 armour) mindwoven linen wizard hat of the mountain (+11%) (Corpses) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +11% physical defense ------ Defense +1 (+1 eff.) Resistance +11% physical other ------- Psi/turn +0.13 Curse of Corpses A pointy cloth hat, very wizardly... |
impenetrable steel mail armour (Corpses) (2 def, 11 armour) impenetrable steel mail armour (Corpses) (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
Skin of Many (Shrouds) (12 def, 6 armour) Skin of Many (Shrouds) (12 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+7 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth Curse of Shrouds The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
steel plate armour 'Adyriawyn' (Corpses) (10 def, 13 armour) steel plate armour 'Adyriawyn' (Corpses) (10 def, 13 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Random Unique] Arcane/Master While equipped: Stats +2 Str offense ------ Ignore Armor +1 defense ------ Armor +13 Defense +10 (+6 eff.) Fatigue +22% Resistance +12% light +5% physical +11% darkness +6% arcane Physical save +12 (+9 eff.) Spell save +15 (+7 eff.) Unlife -20.00 life Curse of Corpses A suit of armour made of metal plates. |
acidic quiver of elm arrows (15/15, 16-22 power, 5 apr) acidic quiver of elm arrows (15/15, 16-22 power, 5 apr)3.0 Encumbrance T1 arrow ammo Reqs Dex 11 [Ego] Arcane Weapon Damage 15.5 - 21.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 15 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Arrows are used with bows to pierce your foes to death. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 9 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
arcing pouch of steel shots of accuracy (15/15, 20-25 power, 2 apr) arcing pouch of steel shots of accuracy (15/15, 20-25 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +2 Critical Rate +4.5% Capacity 15 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
soothing elm wand of conjuration [power 105] (15 cooldown) soothing elm wand of conjuration [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 lightning damage Puts all charms on 15 turn cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gary Busey the Yeek Doomed level 10
11st Dusk 122nd year of Ascendancy at 13:41 see stats
By Gary Busey the Yeek Doomed level 10
11st Dusk 122nd year of Ascendancy at 13:40 see stats
By Gary Busey the Yeek Doomed level 10
18th Dusk 122nd year of Ascendancy at 07:37 see stats
Log
Gary Busey picks up (g.): steel waraxe of amnesia (Corpses) (13-18 power, 3 apr).
Gary Busey picks up (o.): Skin of Many (Shrouds) (12 def, 6 armour).
Gary Busey picks up (u.): arcing pouch of steel shots of accuracy (15/15, 20-25 power, 2 apr).
Gary Busey picks up (s.): Eye of the Dreaming One.
Gary Busey picks up (i.): rough leather belt of unlife (Misfortune).
Gary Busey picks up (p.): mindwoven linen wizard hat of the mountain (+11%) (Corpses) (1 def, 0 armour).
Gary Busey picks up (k.): spellcowled linen cloak of Iron Throne (Corpses) (1 def, 0 armour).
Gary Busey picks up (r.): impenetrable steel mail armour (Corpses) (2 def, 11 armour).
Gary Busey picks up (f.): strafer's steel steamgun of fire (Corpses).
Gary Busey picks up (f.): overgrown iron steamgun (Madness).
Lore found: Skin of Many (Shrouds)
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Eye of the Dreaming One
You can read all your collected lore in the game menu, by pressing Escape.
Talent Infusion: Wild is ready to use.
Resting starts...
Gary Busey stops regenerating health quickly.
Talent Willful Strike is ready to use.
Talent Reproach is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Infusion: Healing is ready to use.
Shadow casts Phase Door.
Rested for 12 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Gary Busey picks up (w.): acidic quiver of elm arrows (15/15, 16-22 power, 5 apr).
Shadow casts Phase Door.