











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Convenient Digging 1.5.5 Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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.
S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Allow Respec Anywhere 1.2.3EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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:
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:
Improved Auto-explore and Rest 1.5.5Quality 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. Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Slow Tweak 1.4.9Tweaks the 'Slow' effect such that when a new slow is applied to a target already afflicted with a slow, the new slow will no longer outright replace the old effect. Instead, the highest power effect will take priority. If the new effect is stronger, it will replace the old effect. Otherwise, it will be ignored. This is primarily intended to resolve the issues caused by equipping multiple pieces of gear with on-hit slows. Due to the way Slow normally works, only the last effect applied will have any impact on the target. The result is that equipping more pieces of gear with on-hit slow can detrimentally impact your ability to slow enemies, which is counter-intuitive and less than ideal This refers specifically to the effect 'Slow', which reduces global speed. Other effects which influence speed, global or otherwise, are not affected by this addon. Select your Escorts 1.5.10Allows 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. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Infinite Cat Points 1.4.0One Cat Point per level. Cat Point Cap Boost 1.5.5 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 Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Alchemist |
Level / Exp | 12 / 71% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 34 (base 28) |
Dexterity | 9 (base 10) |
Constitution | 42 (base 37) |
Magic | 42 (base 37) |
Willpower | 24 (base 11) |
Cunning | 30 (base 26) |
Resources
Life | 372/372 |
Mana | 245/245 |
Healing Factor | 1.2264150943396 |
Regeneration | 0.30660377358491 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 71.333229407893 |
See Invisible | 73.333229407893 |
Offense: Mainhand
Damage | 62 |
Accuracy | 30 |
Crit Chance | 9% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +17% |
Acid | +52% |
Cold | +10% |
Lightning | +13% |
Offense: Damage Penetration
Arcane | +10% |
Acid | +15% |
Cold | +8% |
Lightning | +20% |
Defense: Base
Armour (hardiness) | 21.026707761644 (30%) |
Defense | 29 |
Ranged Defense | 33 |
Fatigue | 2 |
Physical Save | 26 |
Spell Save | 24 |
Mental Save | 27 |
Defense: Resistances
Acid | + 26%( 70%) |
Cold | + 40%( 70%) |
Lightning | + 33%( 70%) |
Fire | + 34%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
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 and cleanse 1 wound and 1 poison effect. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Spell / Fire alchemy | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.50 |
| 5/5 |
| 6/5 |
| 4/5 |
| 1/5 |
Spell / Energy alchemy | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 6/5 |
| 5/5 |
| 1/5 |
Spell / Acid alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Frost alchemy | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.50 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Defensive Posture |
talent | Acid Infusion |
talent | Dig |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: * You've found the needed red crystal shard. * You've found the needed skeleton mage skull. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within | active |
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 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% 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 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
On hands | ![]() 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) 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. |
On head | ![]() 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% arcane +9% lightning Res.pen +20% lightning +15% acid ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning ---------- misc Max.mana +16.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | ![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +10% While equipped: Stats +3 Cun +2 Con dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +19% acid ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) ---------- misc Mana/turn +0.13 Max.mana +32.00 See.Invis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +7 (+3 eff.) Phys.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. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane ----- def ----- Resists +9% fire Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Stealth +7 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. |
Inventory
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ----- def ----- Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +44.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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 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. |
![]() 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. |
![]() 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 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 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. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +2 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. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (75 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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 [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 142 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. |
Achievements
By Dwarfchemist the Dwarf Alchemist level 10
6th Profit 122nd year of Ascendancy at 10:16 see stats
By Dwarfchemist the Dwarf Alchemist level 12
15th Dearth 122nd year of Ascendancy at 05:46 see stats
By Dwarfchemist the Dwarf Alchemist level 12
29th Dearth 122nd year of Ascendancy at 23:36 see stats
By Dwarfchemist the Dwarf Alchemist level 5
19th Voratun 122nd year of Ascendancy at 18:01 see stats
By Dwarfchemist the Dwarf Alchemist level 8
3rd Profit 122nd year of Ascendancy at 13:42 see stats
By Dwarfchemist the Dwarf Alchemist level 10
9th Profit 122nd year of Ascendancy at 07:05 see stats
Log
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You gain 1.15 gold from the transmogrification of spiked iron plate armour (3 def, 7 armour).
You gain 1.15 gold from the transmogrification of spiked iron plate armour (3 def, 7 armour).
You gain 0.91 gold from the transmogrification of iron plate armour of cold resistance (3 def, 7 armour).
You gain 0.10 gold from the transmogrification of quiver of elm arrows (17/17, 13.5-18.9 power, 5 apr).
You gain 1.11 gold from the transmogrification of rough leather sling of lightning.
You gain 0.99 gold from the transmogrification of flaming iron waraxe (11-15.4 power, 2 apr).
There is a ladder to the previous level here (press '' or right click to use).
You feel very confident walking into this place.
Dwarfchemist deactivates Defensive Posture.
Dwarfchemist activates Defensive Posture.
Dwarfchemist deactivates Acid Infusion.
Dwarfchemist activates Acid Infusion.
Dwarfchemist deactivates Dig.
Dwarfchemist activates Dig.
Character control switched to golem (servant of Dwarfchemist).
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Golem (servant of Dwarfchemist) deactivates Reflective Skin.
Golem (servant of Dwarfchemist) activates Reflective Skin.
Character control switched to Dwarfchemist.
Golem (servant of Dwarfchemist) uses Knockback.
You collect a new ingredient: bear paw (1).
Golem (servant of Dwarfchemist) hits Brown bear for 116 physical, 5 lightning, 108 physical (229 total damage).
Golem (servant of Dwarfchemist) killed Brown bear!
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Dwarfchemist deactivates Acid Infusion.
Dwarfchemist deactivates Dig.
Dwarfchemist deactivates Defensive Posture.