










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | 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:
Items Vault 1.5.0Donators/Buyers bonus! 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 Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
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.
|
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Alchemist |
| Level / Exp | 30 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by Rodidd the human at level 27 on the 19th Pain 124th year of Ascendancy at 04:22 1 / 6Killed by Lisaribeth the Guardian at level 29 on the 41st Dearth 124th year of Ascendancy at 00:18 Killed by Glerin the Guardian at level 29 on the 41st Dearth 124th year of Ascendancy at 11:33 Killed by radiant horror at level 30 on the 51st Dearth 124th year of Ascendancy at 06:29 Killed by radiant horror at level 30 on the 51st Dearth 124th year of Ascendancy at 08:29 Killed by Orchelmist at level 30 on the 51st Dearth 124th year of Ascendancy at 08:33 |
Primary Stats
| Strength | 21 (base 13) |
| Dexterity | 43 (base 40) |
| Constitution | 17 (base 13) |
| Magic | 60 (base 60) |
| Willpower | 26 (base 22) |
| Cunning | 20 (base 11) |
Resources
| Life | 639/639 |
| Mana | 405/405 |
| Steam | 100/100 |
| Healing Factor | 1.0561497326203 |
| Regeneration | 1.8482620320855 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -60% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 32 |
| Crit Chance | 7% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Light | +15% |
| Physical | +25% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| All | +7% |
Defense: Base
| Armour (hardiness) | 52 (39%) |
| Defense | 28 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 46 |
| Mental Save | 27 |
Defense: Resistances
| Nature | + 8%( 70%) |
| Lightning | + 20%( 70%) |
| Darkness | + 10%( 70%) |
| Cold | + 38%( 70%) |
| Blight | + 17%( 70%) |
| Acid | + 28%( 70%) |
| Fire | + 37%( 70%) |
| All | + 5%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 5% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 239 damage for 4 turns. Its effects scale with your Magic stat. |
| 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 266 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 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 947% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Fire 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 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Inspired by a recent kill increasing all resistance by 5%. Orcish Triumph |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Quiver | 349 alchemist opal0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +43.00 ---------- misc Light +4 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 | Nonik the Shineworm (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +4 Fatigue -2% Crit.dmg- 15.00% Phys.save +14 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Isille the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Acc +8 (+4 eff.) Apr +2 ----- def ----- Armour +6 Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Resists +5% darkness +7% fire Die.at -40.00 life HP.reg +0.40 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Galepain0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +6 Fatigue -4% Resists +3% nature Phys.save +9 (+3 eff.) Die.at -20.00 life Silence- +5% ---------- misc Max.enc +20 Rings can have magical properties. |
| On fingers | savior's stralite ring of frost (+20%)0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +9 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
| Around waist | spiritwalker's rough leather belt of the mystic1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.10 Max.mana +22.00 A belt that goes around your waist. |
| In main hand | Hanesablek the Umbrastreak (25-30 power, 5 apr, physical element)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: dps ---------- Spell.crit +15% Spell.pwr +12 (+4 eff.) Dmg.mod +9% darkness +25% physical Phasing +50% ----- def ----- Armour +15 Hardiness +9% Phys.save +11 (+3 eff.) Spell.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.60 Max.stam +11.00 Talents +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 20 armour) 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 Melee Ret 20 physical ----- def ----- Armour +20 Defense +14 (+7 eff.) Fatigue +1% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Armudas the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Resists +9% acid +12% fire +12% blight Spell.save +30 (+10 eff.) Mind.save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
medical injector implant of the titan (efficiency 91% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 91% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 6)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 31 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 128)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 128 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune (33 cold damage; freeze 3 turns with power 21)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 Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 33.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 21 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1024% regen over 10 turns; 51 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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 1024% for 10 turns and instantly restoring 51 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 189 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 189 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
slime-covered stralite greatmaul of purging (55.5-83.25 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Disrupt Power 55.5 - 83.2 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +7 nature On Hit: * Slows global speed by 7% * 25% chance to remove a magical effect Massive two-handed mauls. |
mage-hunter's ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +11 (+5 eff.) On Hit (Ranged): * 12 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
hateful dwarven-steel mace of the mystic (25.5-35.7 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Psionic Power 25.5 - 35.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 darkness Against +8% Living While equipped: Stats +2 Wil +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Blunt and deadly. |
The Forgotten (12-13.2 power, 22 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 27 [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +22 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +15 (+8 eff.) Confuse all enemies in radius 3 for 5 turns. Uses 25 power out of 25/25 A strange mindstar, overgrown with granite and cracked. It seems incredibly ancient and horribly damaged, but still functions. |
gifted thorny mindstar of balance (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +5 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.70 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. |
Isudama the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Nature 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% On Hit.r1 +8 mind While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold On Hit (Melee): * 5% chance to blind ----- def ----- Defense +7 (+3 eff.) Fatigue -2% ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 93.60 light damage. Staves designed for wielders of magic, by the greats of the art. |
Tedradar the Dimreek (24-28.8 power, 7 apr, physical element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +7 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Spell.crit +13% Spell.pwr +18 (+6 eff.) Dmg.mod +24% physical Acc +2 (+1 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Phys.save +5 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) HP.reg +0.40 ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 69.25 to 83.10 physical damage in a radius 4 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego+] 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: dps ---------- Spell.crit +4% Crit.mult +25.00% Spell.pwr +17 (+5 eff.) Melee+ 27 fire Dmg.mod +25% arcane ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashrend1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning Melee Ret 20 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +16% lightning +8% temporal A belt that goes around your waist. |
linen cloak of backstabbing (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +1 (+0 eff.) Stealth +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +12% mind +14% darkness Phys.save +10 (+3 eff.) Spell.save +12 (+4 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +2 Cun dps ---------- Spell.crit +5% Spell.pwr +17 (+5 eff.) Dmg.mod +8% light +6% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scouring dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 T3 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +6 (+3 eff.) On Melee Ret: * 19% chance to reduce effective powers by 20% * 17 arcane resource burn ----- def ----- Armour +2 Resists +7% darkness Spell.save +13 (+4 eff.) ---------- misc Infravis +1 Track: Puts all charms on 15 cooldown Level 1.8 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Steamcatcher (12 def, 0 armour)2.0 T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun dps ---------- Steam.crit +5% Steampwr +15 (+7 eff.) Dmg.mod +10% physical ----- def ----- Defense +12 (+6 eff.) Resists +15% fire ---------- misc Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
aegis cashmere wizard hat of light (+21%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +14% light ----- def ----- Defense +2 (+1 eff.) Resists +21% light Shield.pwr +10% HP.reg +2.70 A pointy cloth hat, very wizardly... |
25 onyx0.0 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. |
13 aquamarine0.0 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. |
30 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 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. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 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. |
22 emerald0.0 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. |
4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Uladodin1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% arcane Melee Ret 4 arcane 20 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% blight HP.reg +4.40 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 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. |
21 garnet0.0 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. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
deadly pouch of dwarven-steel shots of daylight (20/20, 36-43.2 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 36.0 - 43.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 Ranged+ +8 light Against +11% Undead Shots are used with slings to pummel your foes to death. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
webbed elven-wood totem of cure ailments [power 3] (10 cooldown)2.0 T4 totem charm [Ego+] Nature While equipped: ---------- misc Talents +2 Lay Web Cooldown Lay Web -1 Remove up to 3 poisons or diseases from a target within range 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
18 quartz0.0 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Orchelmist the Orc Alchemist level 11
42nd Retaking 124th year of Ascendancy at 07:16 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Orchelmist the Orc Alchemist level 12
46th Retaking 124th year of Ascendancy at 09:16 see stats
Exterminator
Killed 1000 creatures.By Orchelmist the Orc Alchemist level 29
49th Dearth 124th year of Ascendancy at 22:10 see stats
Level 10
Got a character to level 10.By Orchelmist the Orc Alchemist level 10
37th Retaking 124th year of Ascendancy at 17:35 see stats
Level 20
Got a character to level 20.By Orchelmist the Orc Alchemist level 20
30th Revenge 124th year of Ascendancy at 06:47 see stats
Level 30
Got a character to level 30.By Orchelmist the Orc Alchemist level 30
50th Dearth 124th year of Ascendancy at 15:49 see stats
Size matters
Did over 600 damage in one attack.By Orchelmist the Orc Alchemist level 17
11st Revenge 124th year of Ascendancy at 10:59 see stats
This will make a big Omelette!
Collected 40 ritch eggs in the Ritch Hive.By Orchelmist the Orc Alchemist level 23
34th Revenge 124th year of Ascendancy at 09:59 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Orchelmist the Orc Alchemist level 17
9th Revenge 124th year of Ascendancy at 02:28 see stats
Log
Orchelmist's caustic mire area effect hits Luminous horror for (9 absorbed), 9 acid (9 total damage).
Orchelmist's caustic mire area effect hits Luminous horror for (7 absorbed), 7 acid (7 total damage).
Orchelmist's caustic mire area effect hits Luminous horror for 18 acid damage.
Orchelmist's caustic mire area effect hits Searing horror for 17 acid damage.
Orchelmist's caustic mire area effect hits Luminous horror for (9 absorbed), 9 acid (9 total damage).
Orchelmist's caustic mire area effect hits Luminous horror for 18 acid damage.
Luminous horror casts Healing Light.
Luminous horror speeds up.
Luminous horror speeds up.
Luminous horror receives 144 healing.
Luminous horror casts Barrier.
A shield forms around luminous horror.
Luminous horror casts Healing Light.
Luminous horror receives 144 healing.
Radiant horror casts Searing Light.
Radiant horror hits Orchelmist for 99 light damage.
Orchelmist the level 30 orc alchemist was sun baked to death by a radiant horror on level 1 of Ruins of a lost city.
You have 1 life(s) left.
Orchelmist is no longer inspired.
Orchelmist deactivates Ice Core.
Orchelmist stops regenerating health quickly.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Radiant horror killed Orchelmist!
Saving done.
Talent Throw Bomb is ready to use.
Orchelmist roars triumphantly.
Saving game...













































































































