Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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.
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:
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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 16 / 93% |
Size | small |
Lifes / Deaths | Killed by Ivyssra the copperhead snake at level 14 on the 20th Dusk 122nd year of Ascendancy at 19:07 / 2Killed by giant spider at level 16 on the 27th Dusk 122nd year of Ascendancy at 05:23 |
Primary Stats
Strength | 25 (base 14) |
Dexterity | 14 (base 10) |
Constitution | 12 (base 10) |
Magic | 10 (base 10) |
Willpower | 62 (base 43) |
Cunning | 38 (base 30) |
Resources
Life | -45/248 |
Psi | 12/152 |
Healing Factor | 1.0191526171257 |
Regeneration | 0.25478815428144 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 29.641450861482 |
See Invisible | 32.641450861482 |
Offense: Mainhand
Damage | 43 |
Accuracy | 39 |
Crit Chance | 12% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 39 |
Crit Chance | 14% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +3% |
Light | +4% |
Nature | +3% |
Lightning | +9% |
Mind | +17% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Fire | +20% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 36 |
Defense: Resistances
Physical | + 8%( 70%) |
Cold | + 15%( 70%) |
All | + 7%( 70%) |
Darkness | + 10%( 70%) |
Light | + 13%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 20%( 70%) |
Fire | + 21%( 70%) |
Lightning | + 10%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 110 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 Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
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 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 |
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. | 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 within4 lumberjacks have died. | done |
Equipment
Psionic focus | flaming steel greatmaul of phasing (28-42 power, 11 apr) flaming steel greatmaul of phasing (28-42 power, 11 apr)5.0 Encumbrance T2 greatmaul 1H weapon [Ego] Arcane Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +1.0% Attack Speed 100% Ignore Shields +17% On-Hit, radius 1 +13 fire Massive two-handed mauls. |
On hands | radiant rough leather gloves of dexterity (+3) (0 def, 1 armour) radiant rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 light Damage +4% light Accuracy +10 (+5 eff.) defense ------ Armor +1 Resistance +6% light 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. |
Light source | Silominn Silominn2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Wil offense ------ Mind Crit +1% When Hit 13 fire defense ------ Resistance +6% fire other ------- Psi when Hit +0.04 Hate-on-crit +5.00 Max hate +4.00 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 | Scabmaim (0 def, 1 armour) Scabmaim (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +3% nature defense ------ Armor +1 Fatigue +1% Resistance +3% darkness +9% cold Spell save +3 (+2 eff.) Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 48.4 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On feet | Rainguile the pair of rough leather boots (0 def, 1 armour) Rainguile the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Cun +3 Con offense ------ Mind Crit +2% Mindpower +30 (+10 eff.) Damage +3% acid Ignore resists +5% cold defense ------ Armor +1 Mind save +3 (+1 eff.) Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | Isayara the Stormwish (dig speed 38 turns) Isayara the Stormwish (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Mind Crit +1% Critical power +15.00% Damage +9% lightning defense ------ Fatigue -5% other ------- EQ when Hit +0.04 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of pilfering copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | copper ring 'Flameravager' copper ring 'Flameravager'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +17% mind Ignore resists +5% mind +15% fire On-Hit (Melee): * 20% chance to reduce armor by 10% defense ------ Resistance +14% mind Rings make your fingers look great! |
Around neck | Bethulle the Furnaceschism Bethulle the Furnaceschism0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% fire When Hit 10 light defense ------ Resistance +3% lightning +1% physical +3% temporal Physical save +12 (+6 eff.) Spell save +11 (+6 eff.) Mind save +14 (+6 eff.) Unlife -40.00 life Amulets make your neck look great! |
In main hand | iron longsword of massacre (18-24 power, 2 apr) iron longsword of massacre (18-24 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
Around waist | rough leather belt 'Durystir' rough leather belt 'Durystir'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex defense ------ Resistance +9% temporal Life +31.00 Pinning Resist +10% Teleport Resist +10% other ------- See Invisibility +3 A belt that goes around your waist. |
In off hand | slime-covered steel dagger of massacre (15-20 power, 6 apr) slime-covered steel dagger of massacre (15-20 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 6% chance to slow global speed by 58% Sharp, short and deadly. |
Cloak | linen cloak 'Hellbolt' (1 def, 0 armour) linen cloak 'Hellbolt' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con offense ------ Physical Crit +1.0% Accuracy +4 (+2 eff.) Ignore Armor +7 When Hit 6 fire defense ------ Defense +1 (+1 eff.) Resistance +9% fire other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
movement infusion (speed 400%; cd 9) movement infusion (speed 400%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Duvygorn the Sunrebel Duvygorn the Sunrebel0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +5 Con offense ------ Physical Crit +3.0% defense ------ Resistance +10% blight +10% temporal +13% nature Poison Resist +21% Disease Resist +23% Pinning Resist +20% Knockbk Resist +20% other ------- Max stamina +30.00 Light +1 Amulets make your neck look great! |
copper amulet 'Frigidjeer' copper amulet 'Frigidjeer'0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Str offense ------ Mindpower +10 (+3 eff.) defense ------ Defense +5 (+3 eff.) Resistance +11% blight +3% cold +12% nature Poison Resist +22% Disease Resist +21% Amulets make your neck look great! |
flaming iron battleaxe of massacre (24-36 power, 1 apr) flaming iron battleaxe of massacre (24-36 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 24.0 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +9 fire Massive two-handed battleaxes. |
dwarven-steel dagger of massacre (26-34 power, 7 apr) dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Weapon Damage 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
iron dagger of massacre (15-20 power, 5 apr) iron dagger of massacre (15-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
acidic iron greatmaul of massacre (27-40 power, 1 apr) acidic iron greatmaul of massacre (27-40 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
balanced iron greatmaul of erosion (18-26 power, 1 apr) balanced iron greatmaul of erosion (18-26 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Nature/Master Weapon Damage 17.5 - 26.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +28% Massive two-handed mauls. |
Chamehad the iron longsword (12-17 power, 2 apr) Chamehad the iron longsword (12-17 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Disrupt Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +4.5% Attack Speed 100% On Hit: * 6% chance to slow global speed by 58% While equipped: Stats +1 Dex +3 Con offense ------ Ignore resists +20% mind defense ------ Defense +5 (+3 eff.) Unlife -20.00 life Sharp, long, and deadly. |
iron longsword of dampening (11-15 power, 2 apr) iron longsword of dampening (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Disrupt Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: defense ------ Resistance +8% acid +7% lightning +7% cold +7% fire +3% all Spell save +5 (+3 eff.) Sharp, long, and deadly. |
mossy mindstar (2-2 power, 12 apr, nature damage) mossy mindstar (2-2 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.0 - 2.2 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.) other ------- 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. |
Barkquake the elm vilestaff (10-12 power, 2 apr, acid element) Barkquake the elm vilestaff (10-12 power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +5 (+2 eff.) Damage +10% acid +6% arcane +3% mind defense ------ Resistance +5% acid +6% nature +3% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poxwither the elm vilestaff (10-12 power, 2 apr, blight element) Poxwither the elm vilestaff (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+2 eff.) Damage +10% blight defense ------ Defense +6 (+3 eff.) Resistance +3% nature Mind save +3 (+1 eff.) Healmod +15% Disease Resist +20% Pinning Resist +20% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 43.51 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Shadowquake' (10-12 power, 2 apr, darkness element) elm starstaff 'Shadowquake' (10-12 power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +10.00% Spellpower +3 (+2 eff.) Damage +19% darkness Ignore resists +10% light +5% darkness defense ------ Resistance +6% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Airking Airking1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Mindpower +2 (+1 eff.) Damage +3% physical defense ------ Resistance +15% lightning Physical save +6 (+3 eff.) A belt that goes around your waist. |
Blazetide the linen cloak (1 def, 0 armour) Blazetide the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +1 Con offense ------ Damage +9% acid defense ------ Defense +1 (+1 eff.) Resistance +12% acid +9% lightning other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eruroddatir the Corpsepall (1 def, 0 armour) Eruroddatir the Corpsepall (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Mind Crit +1% Mindpower +25 (+8 eff.) Damage +6% nature Ignore resists +5% nature On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Defense +1 (+1 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Issyrin (5 def, 1 armour) Issyrin (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +20 (+8 eff.) Mindpower +20 (+7 eff.) Ignore Armor +2 defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +7% lightning +7% temporal Physical save +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
pair of rough leather boots 'Emuba' (0 def, 1 armour) pair of rough leather boots 'Emuba' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex defense ------ Armor +1 Resistance +3% blight +3% temporal +3% darkness +9% acid Stealth +6 A pair of boots made of leather. |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
4 agate 4 agate0.0 Encumbrance 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. |
101 alchemist agate 101 alchemist agate0.0 Encumbrance 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. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 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. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 36.85 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 36.85 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Corruptionumbra (13/13, 16-19 power, 1 apr) Corruptionumbra (13/13, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +1 Critical Rate +4.0% Capacity 13 On-ranged-hit +20 light On-Hit, radius 1 +8 nature On-crit, radius 2 +12 nature +4 light On Hit: * 20% chance to slow global speed by 58% Shots are used with slings to pummel your foes to death. |
elm wand of lightning storm 'Jetvein' [power 116] (13 cooldown) elm wand of lightning storm 'Jetvein' [power 116] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% darkness +3% cold Ignore resists +20% darkness +15% cold defense ------ Resistance +6% temporal Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (126 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
4 zircon 4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Cheeki Yeeki the Yeek Mindslayer level 12
1st Dusk 122nd year of Ascendancy at 16:33 see stats
By Cheeki Yeeki the Yeek Mindslayer level 10
1st Summertide 122nd year of Ascendancy at 13:35 see stats
By Cheeki Yeeki the Yeek Mindslayer level 15
23rd Dusk 122nd year of Ascendancy at 04:33 see stats
By Cheeki Yeeki the Yeek Mindslayer level 11
1st Flare 122nd year of Ascendancy at 02:07 see stats
By Cheeki Yeeki the Yeek Mindslayer level 14
20th Dusk 122nd year of Ascendancy at 19:07 see stats
Log
Cheeki Yeeki's Beyond the Flesh hits Glerinor the large white snake for 13 fire damage.
Cheeki Yeeki's Beyond the Flesh hits Turtle for 37 physical, 3 light, 7 fire, 6 physical, 7 fire (60 total damage).
Cheeki Yeeki uses Realign.
Cheeki Yeeki is no longer pinned.
Cheeki Yeeki is cured!
Cheeki Yeeki receives 195 healing.
Glerinor the large white snake uses Telekinetic Smash.
Cheeki Yeeki's is vulnerable to attacks and effects!
Cheeki Yeeki is stunned!
Melee retaliation hits Glerinor the large white snake for 10 light, 19 fire, 10 light, 19 fire, 10 light, 19 fire (88 total damage).
Glerinor the large white snake hits Cheeki Yeeki for 53 physical, 3 mind, 70 physical, 8 nature (134 total damage).
Glerinor the large white snake's Beyond the Flesh hits Cheeki Yeeki for 59 physical, 8 nature (67 total damage).
Turtle uses Taunt.
Glerinor the large white snake summons a Spider!
Cheeki Yeeki's Beyond the Flesh hits Giant spider for 35 physical, 3 light, 6 fire, 6 physical, 6 fire (55 total damage).
Cheeki Yeeki's Beyond the Flesh hits Glerinor the large white snake for 6 fire damage.
Cheeki Yeeki's Beyond the Flesh hits Turtle for 3 fire damage.
Cheeki Yeeki deactivates Thermal Shield.
Cheeki Yeeki uses Warding Weapon.
Cheeki Yeeki uses Dominant Will.
Glerinor the large white snake's mind is dominated.
Cheeki Yeeki blocks Turtle's attack and retaliates with his telekinetically wielded weapon!
Cheeki Yeeki repels an attack from Turtle.
Cheeki Yeeki hits Turtle for 12 physical, 1 light, 2 physical, 3 fire (18 total damage).
Glerinor the large white snake activates Kinetic Aura.
Giant spider uses Spit Poison.
Giant spider hits Cheeki Yeeki for 13 nature damage.
Cheeki Yeeki the level 16 yeek mindslayer was slimed to death by a giant spider on level 2 of Norgos Lair.