











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.5.9Official 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.
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.10This 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 Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Random Adventurer 1.5.5Adds the Random Adventurer class. Changelog1.0.0: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Alchemist |
Level / Exp | 24 / 54% |
Size | medium |
Lifes / Deaths | Killed by Calshe at level 22 on the 47th Haze 122nd year of Ascendancy at 01:43 / 2Killed by golem (servant of Calshe) at level 24 on the 69th Haze 122nd year of Ascendancy at 12:36 |
Primary Stats
Strength | 50 (base 46) |
Dexterity | 15 (base 10) |
Constitution | 22 (base 13) |
Magic | 57 (base 54) |
Willpower | 27 (base 11) |
Cunning | 26 (base 10) |
Resources
Life | -12/515 |
Mana | 218/226 |
Steam | 100/100 |
Healing Factor | 1.2137499999999 |
Regeneration | 2.4881874999999 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.380950476742% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 4 |
See Stealth | 23.286325232638 |
See Invisible | 23.286325232638 |
Offense: Mainhand
Damage | 64 |
Accuracy | 9 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Temporal | +8% |
Nature | +11% |
Physical | +30% |
Fire | +14% |
All | +5% |
Offense: Damage Penetration
Physical | +10% |
Light | +5% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 43.109023823827 (74.117647058824%) |
Defense | 19 |
Ranged Defense | 22 |
Fatigue | 27 |
Physical Save | 37 |
Spell Save | 33 |
Mental Save | 34 |
Defense: Resistances
Acid | + 18%( 70%) |
Cold | + 18%( 70%) |
All | + 4%( 70%) |
Darkness | + 21%( 70%) |
Light | + 26%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 26%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 18%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Confusion Resistance | 41% |
Silence Resistance | 45% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 50%. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 15% for 5 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Living Lightning |
beneficial effect | The target is recovering 15 life each turn. Recovery |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed ice wyrm tooth. * '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.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor [Rare] Arcane While equipped: Stats +2 Dex +2 Con dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +14 Fatigue +3% ---------- misc Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +20% mind Melee Ret 12 mind 8 nature ----- def ----- Resists +12% mind +9% nature ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor [Rare] Psionic While equipped: Stats +4 Con dps ---------- Res.pen +10% physical Melee Ret 12 physical ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +4% Resists +11% mind Phys.save +30 (+11 eff.) Mind.save +15 (+7 eff.) Confus- +31% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 29) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +5% all +3% temporal Res.pen +5% light ----- def ----- Resists +3% light Silence- +45% ---------- misc Mana/turn +0.28 Light +3 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun +2 Wil dps ---------- Spell.crit +16% Spell.pwr +24 (+8 eff.) Dmg.mod +9% fire +25% physical ---------- misc Mana/turn +0.19 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Str +3 Wil +3 Cun dps ---------- Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue -2% Resists +5% nature ---------- misc Infravis +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T2 massive armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +15% temporal +6% darkness +6% light Spell.save +10 (+5 eff.) Max.HP +50.00 HP.reg +1.80 Heal.mod +12% A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to blind ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% light +12% darkness Blind- +20% Amulets can have magical properties. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 90%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 27 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 52 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+13 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 14% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% cold +10% fire Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +6.00% Phys.pwr +3 (+1 eff.) Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Defense +3 (+2 eff.) Rng.Def +3 (+2 eff.) Spell.save +6 (+3 eff.) Heal.mod +5% ---------- misc Stam/turn +0.20 Size +1 A belt that goes around your waist. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness +6% lightning Melee Ret 8 darkness ----- def ----- Armour +3 Fatigue -3% Resists +3% darkness +24% lightning Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +3% nature +6% mind A pointy cloth hat, very wizardly... |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor [Rare] Nature While equipped: Stats +4 Str +5 Wil +3 Con dps ---------- Res.pen +25% lightning Melee Ret 7 light ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% Resists +15% blight +15% darkness ---------- misc Light +1 See.Invis +6 A suit of armour made of mail. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +7 Str +3 Dex +5 Wil +2 Con ----- def ----- Fatigue -16% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +7% fire Mind.save +7 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
powerful frost salve [power 14] powerful frost salve [power 14]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Calshe the Cornac Alchemist level 22
62nd Haze 122nd year of Ascendancy at 05:33 see stats
By Calshe the Cornac Alchemist level 19
9th Haze 122nd year of Ascendancy at 01:28 see stats
By Calshe the Cornac Alchemist level 10
7th Flare 122nd year of Ascendancy at 00:12 see stats
By Calshe the Cornac Alchemist level 20
9th Haze 122nd year of Ascendancy at 22:55 see stats
By Calshe the Cornac Alchemist level 14
60th Dusk 122nd year of Ascendancy at 07:58 see stats
By Calshe the Cornac Alchemist level 21
31st Haze 122nd year of Ascendancy at 01:58 see stats
By Calshe the Cornac Alchemist level 8
1st Flare 122nd year of Ascendancy at 22:41 see stats
By Calshe the Cornac Alchemist level 13
17th Dusk 122nd year of Ascendancy at 16:13 see stats
By Calshe the Cornac Alchemist level 22
66th Haze 122nd year of Ascendancy at 09:06 see stats
By Calshe the Cornac Alchemist level 22
47th Haze 122nd year of Ascendancy at 01:43 see stats
Log
Rantha the Worm is moving freely.
Golem (servant of Calshe) is free from the ice.
Rantha the Worm is moving at extreme speed!
Rantha the Worm speeds up.
Calshe is not affected anymore by the salve.
Calshe receives 18 healing.
Golem (servant of Calshe) casts Eye Beam.
Golem (servant of Calshe) hits Rantha the Worm for 234 fire damage.
Rantha the Worm slows down.
Golem (servant of Calshe) speeds up.
Golem (servant of Calshe) reflects damage back to Rantha the Worm!
Rantha the Worm hits Golem (servant of Calshe) for (72 absorbed), 0 physical (0 total damage).
Golem (servant of Calshe) hits Rantha the Worm for 0 physical, 9 physical (9 total damage).
Calshe receives 18 healing.
Calshe casts Throw Bomb.
Calshe casts Darkfire.
Calshe's spell attains critical power!
Calshe hits Something for 373 physical damage.
Calshe hits Something for 373 physical damage.
Calshe hits Rantha the Worm for 335 physical, 23 arcane (359 total damage).
Calshe hits Something for 373 physical damage.
Golem (servant of Calshe) casts Channel Staff.
Golem (servant of Calshe)'s Channel Staff hits Rantha the Worm for 41 fire damage.
Golem (servant of Calshe) reflects damage back to Rantha the Worm!
Rantha the Worm hits Golem (servant of Calshe) for (78 absorbed), 0 physical (0 total damage).
Golem (servant of Calshe) hits Rantha the Worm for 0 physical, 9 physical (9 total damage).
The shield around golem (servant of Calshe) crumbles.
Saving game...