Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Archmage |
Level / Exp | 13 / 79% |
Size | small |
Lifes / Deaths | Killed by Isloyavena the wolf at level 13 on the 16th Dusk 122nd year of Ascendancy at 12:29 / 1 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 19 (base 10) |
Magic | 43 (base 39) |
Willpower | 36 (base 28) |
Cunning | 19 (base 11) |
Resources
Life | -2/232 |
Mana | 146/426 |
Healing Factor | 1.2291723257555 |
Regeneration | 2.76563773295 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 14 |
Accuracy | 7 |
Crit Chance | 5% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Temporal | +10% |
Blight | +3% |
Arcane | +27% |
Mind | +19% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Lightning | +30% |
Physical | +5% |
Cold | +15% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 0 |
Physical Save | 9 |
Spell Save | 31 |
Mental Save | 25 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 14%( 70%) |
All | + 9%( 70%) |
Lightning | + 28%( 70%) |
Light | + 12%( 70%) |
Temporal | + 14%( 70%) |
Fire | + 23%( 70%) |
Mind | + 14%( 70%) |
Defense: Immunities
Silence Resistance | 20% |
Bleed Resistance | 20% |
Confusion Resistance | 55% |
Instadeath Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 0% |
Blind Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 162 damage for 3 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% 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. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 grave | active |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (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 must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' 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 bear paw. * '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 skeleton mage skull. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | pair of rough leather boots 'Bynarilin' (0 def, 4 armour) pair of rough leather boots 'Bynarilin' (0 def, 4 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +6 Con dps ---------- Res.pen +5% acid ----- def ----- Armour +4 Crit.chn- 10.00% ---------- misc Infravis +1 A pair of boots made of leather. |
Light source | brass lantern 'Quenchwire' brass lantern 'Quenchwire'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% cold ----- def ----- Resists +3% temporal +3% fire Max.HP +40.00 Cut- +20% ---------- misc 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 | Erotar the Arcgrind (0 def, 1 armour) Erotar the Arcgrind (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% lightning +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +12% fire +6% cold A cap made of leather. |
Tool | Chalindil [power 105] (15 cooldown) Chalindil [power 105] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% mind Melee Ret 4 mind ----- def ----- Resists +3% light Max.HP +20.00 Heal.mod +15% Blind- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of aether (+11%) copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Rings make your fingers look great! |
On fingers | copper ring 'Lightraptor' copper ring 'Lightraptor'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% acid ----- def ----- Fatigue -5% Resists +3% acid ---------- misc Max.enc +21 Light +3 Rings make your fingers look great! |
Around waist | rough leather belt 'Blazewisp' rough leather belt 'Blazewisp'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.crit +7% Spell.pwr +24 (+8 eff.) Dmg.mod +3% arcane Melee Ret 4 light ----- def ----- Mind.save +6 (+3 eff.) A belt that goes around your waist. |
In main hand | elm starstaff 'Shimmerstun' (10-12 power, 2 apr, temporal element) elm starstaff 'Shimmerstun' (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +9% lightning +10% temporal ----- def ----- Resists +5% arcane +6% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Blazewasp the rough leather gloves (0 def, 1 armour) Blazewasp the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- S.pwr/crit +6 Melee+ 6 mind Dmg.mod +4% mind +3% blight Res.pen +15% lightning ----- def ----- Armour +1 Resists +6% mind ---------- misc Max.mana +60.00 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 | shimmering woollen robe of lightning (+15%) (0 def, 0 armour) shimmering woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +13% arcane +10% lightning ----- def ----- Resists +15% lightning +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Betuwe (1 def, 0 armour) Betuwe (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +1 Con dps ---------- Spell.pwr +15 (+5 eff.) Res.pen +5% physical ----- def ----- Defense +1 (+1 eff.) Crit.chn- 5.00% Spell.save +15 (+7 eff.) ---------- misc Max.mana +42.00 Max.stam +30.00 Max.vim +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Eilinaba' steel amulet 'Eilinaba'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +4 Cun +7 Con dps ---------- Mov.spd +10% Melee Ret 2 temporal ----- def ----- Fatigue -6% Resists +3% blight +3% temporal HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 518%; cd 10) movement infusion of the psychic (speed 518%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 518% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 53; cd 13) shatter afflictions rune of the sneak (absorb 53; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 53 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
grounding copper amulet of strength (+2) grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
warrior's copper amulet of cunning (+2) warrior's copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
elm magestaff of fate (10-12 power, 2 apr, lightning element) elm magestaff of fate (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Phys.save +6 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of might (10-12 power, 2 apr, physical element) elm starstaff of might (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Perseverance (31-43 power, 9 apr) Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
acidic iron waraxe (12-16 power, 2 apr) acidic iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 138 damage over 5 turns and reducing armor and accuracy by 18 One-handed war axes. |
steel dagger 'Starshine' (12-16 power, 6 apr) steel dagger 'Starshine' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +7 fire On Crit.r2 +8 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: dps ---------- Dmg.mod +9% light Melee Ret 2 light ----- def ----- Resists +6% temporal Sharp, short and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage) Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
nature's vined mindstar of balance (6-6 power, 18 apr, nature damage) nature's vined mindstar of balance (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Phys.save +4 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) Disease- +13% ---------- misc Equi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming steel shield (0 def, 4 armour, 42.5 block) flaming steel shield (0 def, 4 armour, 42.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Woevile the linen robe (0 def, 0 armour) Woevile the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% physical Melee Ret 2 acid 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +10% physical +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour of cold resistance (6 def, 4 armour) cleansing cured leather armour of cold resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% blight +15% cold +10% nature A suit of armour made of leather. |
impenetrable iron mail armour of lightning resistance (2 def, 10 armour) impenetrable iron mail armour of lightning resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +16% lightning A suit of armour made of mail. |
Dazzlewreath the rough leather belt Dazzlewreath the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +6% fire +6% light +5% cold Heal.mod +10% Poison- +10% A belt that goes around your waist. |
rough leather belt 'Layymida' rough leather belt 'Layymida'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +3 Cun +6 Lck dps ---------- Crit.mult +5.00% ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Max.hate +4.00 Infravis +4 A belt that goes around your waist. |
rough leather belt of the giants rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+3 eff.) ----- def ----- Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak of the Shaloren (1 def, 0 armour) linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chalysalin the Quenchschism (0 def, 3 armour) Chalysalin the Quenchschism (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Melee Ret 8 cold ----- def ----- Armour +3 ---------- misc Light +1 Infravis +2 A pair of boots made of leather. |
Bethura the rough leather gloves (5 def, 1 armour) Bethura the rough leather gloves (5 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 5 mind Dmg.mod +3% mind ----- def ----- Armour +1 Defense +5 (+5 eff.) Resists +6% mind +3% lightning Crit.chn- 10.00% Poison- +20% 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. |
Urogund (1 def, 0 armour) Urogund (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +19% fire +3% darkness +3% physical Heal.mod +15% Blind- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
2 agate 2 agate0.0 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
ametrine ametrine0.0 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. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 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. |
opal opal0.0 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. |
64 alchemist agate 64 alchemist agate0.0 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
bright brass lantern of clarity bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +6 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
elm totem of healing [power 116] (15 cooldown) elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered elm wand of clairvoyance [power 10] (22 cooldown) overpowered elm wand of clairvoyance [power 10] (22 cooldown)2.0 T1 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 60 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By john deere the Yeek Archmage level 11
3rd Flare 122nd year of Ascendancy at 02:59 see stats
By john deere the Yeek Archmage level 10
8th Mirth 122nd year of Ascendancy at 14:08 see stats
By john deere the Yeek Archmage level 11
9th Mirth 122nd year of Ascendancy at 13:41 see stats
By john deere the Yeek Archmage level 11
5th Dusk 122nd year of Ascendancy at 20:00 see stats
Log
Isloyavena the wolf's Beyond the Flesh hits john deere for (39 to time), 0 physical, (12 to time), 0 physical (0 total damage).
Melee retaliation hits Isloyavena the wolf for 2 temporal, 4 mind, 4 light (10 total damage).
Isloyavena the wolf uses Quick as Thought.
Isloyavena the wolf speeds up.
Isloyavena the wolf uses Telekinetic Smash.
Isloyavena the wolf performs a melee critical strike against john deere!
Isloyavena the wolf hits john deere for (52 to time), 0 physical, (4 to time), 0 darkness, (12 to time), 0 physical, (86 to time), 0 physical, (12 to time), 0 physical (0 total damage).
Melee retaliation hits Isloyavena the wolf for 2 temporal, 4 mind, 4 light, 2 temporal, 4 mind, 4 light (20 total damage).
Isloyavena the wolf uses Mindhook.
There is a previous level here (press '' or right click to use).
Talent Lightning is ready to use.
Talent Chain Lightning is ready to use.
Isloyavena the wolf uses Kinetic Strike.
Your time shield crumbles under the damage!
The fabric of time around john deere stabilizes to normal.
The powerful time-altering energies generate a restoration field on john deere.
John deere deactivates Disruption Shield.
John deere resists the pin!
Isloyavena the wolf hits john deere for (137 to time), 3 physical, 4 darkness, 12 physical (20 total damage).
Melee retaliation hits Isloyavena the wolf for 2 temporal, 4 mind, 4 light (10 total damage).
John deere casts Lightning.
john deere hits Isloyavena the wolf for 228 lightning damage.
Isloyavena the wolf's Beyond the Flesh hits john deere for 35 physical, 12 physical (47 total damage).
Melee retaliation hits Isloyavena the wolf for 2 temporal, 2 mind, 4 light (8 total damage).
Isloyavena the wolf uses Thermal Strike.
Isloyavena the wolf hits john deere for 80 cold, 4 darkness, 12 physical, 48 cold (145 total damage).
Melee retaliation hits Isloyavena the wolf for 2 temporal, 2 mind, 4 light (8 total damage).
john deere the level 13 yeek archmage was cooled to death by Isloyavena the wolf on level 3 of Ruins of Kor'Pul.