












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Summons can use tinkers 1.5.9Largely ease the use of tinkers with summons that can wear equipment. Items Vault 1.7.6Donators/Buyers bonus! Merchant on the Map 1.6.0Places 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Light |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 50 / 1012% |
| Size | big |
| Lifes / Deaths | Killed by faerlhing at level 17 on the 1st Flare 122nd year of Ascendancy at 19:56 3 / 4Killed by drolem (servant of Balzack+) at level 20 on the 8th Flare 122nd year of Ascendancy at 16:23 Killed by Eilinobrena the lesser vampire at level 23 on the 1st Dusk 122nd year of Ascendancy at 01:47 Killed by Islamithra the tamed wolf at level 24 on the 2nd Dusk 122nd year of Ascendancy at 22:43 |
Primary Stats
| Strength | 32 (base 12) |
| Dexterity | 50 (base 20) |
| Constitution | 90 (base 60) |
| Magic | 131 (base 60) |
| Willpower | 80 (base 28) |
| Cunning | 107 (base 60) |
Resources
| Life | 2172/2172 |
| Mana | 445/584 |
| Steam | 100/100 |
| Positive | 177/177 |
| Healing Factor | 1.6918158716399 |
| Regeneration | 36.629076643116 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 171 |
| Accuracy | 38 |
| Crit Chance | 47% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 83 |
| Crit Chance | 80% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +130% |
| Blight | +37% |
| Arcane | +31% |
| Cold | +42% |
| All | +25% |
| Lightning | +34% |
| Light | +46% |
| Physical | +40% |
| Mind | +34% |
| Fire | +131% |
| Nature | +67% |
Offense: Damage Penetration
| Mind | +45% |
| Arcane | +15% |
| Fire | 0% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 48 (53.292302510663%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 59 |
| Spell Save | 62 |
| Mental Save | 68 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Physical | + 47%( 70%) |
| Cold | + 67%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 38%( 70%) |
| Light | + 83%(100%) |
| Temporal | + 41%( 70%) |
| Mind | + 33%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 0% |
| Disarm Resistance | 100% |
| Silence Resistance | 100% |
| Stun Resistance | 71% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 540 damage for 6 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 182 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 15 turns (617 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1059 damage for 8 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.49 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Poison alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Mana alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Acid Infusion |
| talent | Chant of Fortitude |
| talent | Defensive Posture |
| talent | Body of Fire |
| talent | Mutation |
Quests
You have become whole. Now it is time to fulfill your wishes. FreedomNo longer will you be caged underground, by those who would condemn or kill you on sight. You will be free, and it will be g l o r i o u s. * With the network of runestones warding the Iron Gate sabotaged, you are confident you can succeed in your attempt to breach the fortress. * But beware: the magic that still lingers will make using your Rod of Recall impossible, and the dwarves will undoubtedly close off any escape routes. * This is it: freedom or death. Gather your strength, and fight your way past the High Guardian. To the surface, and towards freedom. * You have shattered the Iron Gate, fought past its High Guardian and obtained your freedom. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
You have entered... somewhere. It is always, and never. This place has existed for countless millennia, all in the span of a single breath. Places of Power: EternityDeep within, you can feel eternity gazing upon you. It finds you wanting. *You have taken the power that lingered in this place. | active |
You have entered a cleft in the side of a mountain, exposing a strange crystalline growth. Places of Power: The GeodeDeep within, you can sense something moving - seemingly aware of you. *You have taken the power that lingered in this place, gaining the Celestial/Chants tree, locked, as well as some general improvements. | done |
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining the Chronomancy/Energy tree, locked, as well as some general improvements. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, you included. The Brotherhood of AlchemistsYou need to collect some ingredients to make the elixir of the savior, which can be used to permanently increase all your saving throws by 4. This is what you need: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. You need to collect some ingredients to make the elixir of mastery, which can be used to grant you four additional stat points. This is what you need: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed faerlhing fang. * '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.' You need to collect some ingredients to make the elixir of mysticism, which can be used to permanently increase your magic and willpower by three. This is what you need: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. You need to collect some ingredients to make the elixir of stoneskin, which can be used to permanently increase your armor by four. This is what you need: * You've found the needed warg claw. * You've found the needed vial of fire wyrm saliva. * You've found the needed vial of greater demon bile. You need to collect some ingredients to make the elixir of foundations, which can be used to grant you two additional generic talent points. This is what you need: * You've found the needed orc heart. * You've found the needed minotaur nose. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. * You are whole. You are complete. Now take your last steps towards freedom. | done |
Once upon a time, Ralkur forged mighty champions to cover his retreat. The Slumbering ElevenHe was interrupted before he could finish his work. Yet these Eleven slumber - for now. They could prove a challenge for you to test yourself against, to grow even further. | active |
Equipment
| On feet | pair of dwarven-steel boots 'Zubata' (of the bursting pustule) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +4 Fatigue: +3% Effects when hit in melee: * 24% chance to reduce strength, dexterity, and constitution by 35 Damage when hit (Melee): 26 physical bleed Changes stats: +5 Dex / +2 Mag / +2 Wil / +2 Cun / +3 Con Reduces incoming crit damage: 15.00% Cut immunity: -100% Spellpower: +8 (+2 eff.) Mindpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 21 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
| Light source | The Unbound Fury The Unbound FuryPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes stats: +15 Mag Changes resistances: +50% light Changes resistances cap: +30% light Changes damage: +25% all Damage affinity(heal): +20% light Physical save: +12 (+3 eff.) Spell save: +24 (+6 eff.) Mental save: +12 (+3 eff.) Silence immunity: +100% Maximum life: +80.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +12% Light radius: +10 The power to incinerate any who would threaten you, to turn whole cities to ash. The Light whispers promises to you, promises of destruction. And oh, what a glorious time it will be. |
| On head | clarifying cashmere wizard hat of arcana (radiant) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +13 Mag / +14 Wil / +12 Cun Changes resistances: +25% light / +25% fire Mental save: +20 (+5 eff.) Spellpower: +4 (+1 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
| Tool | Flashrigor (dig speed 32 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +15 (+4 eff.) Armour: +8 Changes stats: +2 Str / +3 Mag Changes damage: +9% lightning / +6% blight Only die when reaching: -40.00 life Maximum mana: +32.00 Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | stralite ring 'Shimmerblack'Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 mind / 2 lightning Changes stats: +4 Mag / +11 Wil / +6 Cun Changes resistances: +20% nature / +3% mind Changes resistances penetration: +15% mind Changes damage: +10% nature / +9% mind Spellpower: +10 (+2 eff.) Mindpower: +7 (+2 eff.) Rings make your fingers look great! |
| On fingers | pixie's gold ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Mag Stun/Freeze immunity: +21% Life regen: +3.00 Spellpower: +7 (+1 eff.) Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of burglary Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +3 Dex / +5 Mag / +4 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +5 Mana each turn: +0.10 Maximum mana: +29.00 Infravision radius: +3 Slows Projectiles: +25% A belt that goes around your waist. |
| In main hand | Guran (grasping) (39-47 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 39.0 - 46.8 Uses stats: 80% Mag, 20% Cun Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Dark Tendrils (10% chance level 1). When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +39% acid Talent granted: +1 Command Staff Mana each turn: +5.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +20.00 Spellpower: +26 (+5 eff.) Spell crit. chance: +17% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Talent on hit(spell): Lightning (25% chance level 5). It can be used to conjure elemental energy in a radius 10 cone, dealing 170.52 to 204.62 acid damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming drakeskin leather gloves of war-making (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Talent granted: +5 Iron Grip Critical mult.: +9.00% Disarm immunity: +100% Mana each turn: +0.12 Spellpower: +11 (+2 eff.) Spell crit. chance: +13% Mental crit. chance: +11% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Magmatide (sludge-imbued) (0 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +15 Str / +15 Dex / +24 Mag / +21 Wil / +15 Cun / +18 Con Changes resistances: +35% acid / +18% physical / +17% fire / +15% cold / +53% nature / +13% all Changes damage: +30% acid / +15% physical / +17% cold / +32% nature / +19% fire Talent cooldown: Refit Golem (-5 turns) Mana each turn: +0.33 Psi each turn: +0.33 See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Oleromihor the Shadebreeze (living) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +2 Dex / +3 Wil / +3 Con Changes resistances: +9% darkness / +30% lightning Changes resistances penetration: +20% mind Changes damage: +6% blight Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+1 eff.) Stun/Freeze immunity: +50% Life regen: +6.00 Stamina each turn: +0.30 Maximum psi: +20.00 Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Noonslicer (slagged)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -6% Damage when hit (Melee): 19 fire Changes stats: +5 Dex / +4 Cun / +6 Con Changes resistances: +14% temporal / +10% fire / +5% physical Changes resistances penetration: +25% light / +10% mind Talent mastery: +0.19 Spell / Explosive admixtures Pinning immunity: +20% Knockback immunity: +29% Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Inventory
wanderer's steel amulet (living)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +5 Cun / +3 Con Life regen: +8.00 Stamina each turn: +0.50 Movement speed: +10% Healing mod.: +23% Amulets make your neck look great! |
Vestments of the Conclave (living) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Life regen: +14.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +15% Healing mod.: +21% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Crown of Burning Pain (9 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +9 (+3 eff.) Fatigue: +4% Changes stats: +4 Cun / +4 Wil Changes resistances: +25% fire Changes damage: +25% fire It can be used to activate talent Meteor Rain (costing 34 power out of 50/50) : Effective talent level: 3.5 Power cost: 34 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 258.31 fire and 156.65 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
34 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
39 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 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. |
12 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Heatvile the dwarven-steel pickaxe (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 10 mind Changes stats: +2 Str / +3 Dex Changes resistances: +15% mind / +6% fire Changes resistances penetration: +5% fire Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +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. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
13 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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. |
10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
84 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% 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. |
8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +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. |
4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Light From Below
The High Guardian lies defeated before you, the power of the Iron Gate broken alongside her and you are finally free.
This is a fact the histories will agree on, but apart from that, the stories diverge wildly.
Some say you sought out the trail left behind by Ralkur and Branzir, or the Eleven that Ralkur abandoned.
Others say you fled this place, steadily approaching the surface.
Sometimes, adventurers glimpse a searing figure, shining with Light, in deep and forgotten places.
This seems to lend credibility towards the latter, but who really knows?
You may continue playing and enjoy the rest of the world.
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Balzack+ the Cornac Alchemist level 50
22nd Dusk 122nd year of Ascendancy at 08:00 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Balzack+ the Cornac Alchemist level 50
22nd Dusk 122nd year of Ascendancy at 00:30 see stats
Gaze upon Eternity (Nightmare (Adventure) difficulty)
Destroyed the Gaze of Eternity.By Balzack+ the Cornac Alchemist level 31
14th Dusk 122nd year of Ascendancy at 07:01 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Balzack+ the Cornac Alchemist level 10
4th Mirth 122nd year of Ascendancy at 13:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Balzack+ the Cornac Alchemist level 20
7th Flare 122nd year of Ascendancy at 22:44 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Balzack+ the Cornac Alchemist level 30
11st Dusk 122nd year of Ascendancy at 22:40 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Balzack+ the Cornac Alchemist level 40
18th Dusk 122nd year of Ascendancy at 07:17 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Balzack+ the Cornac Alchemist level 50
18th Dusk 122nd year of Ascendancy at 07:17 see stats
Made Whole (Nightmare (Adventure) difficulty)
You survived the ambush in Old Mythrescar and became whole again.By Balzack+ the Cornac Alchemist level 25
4th Dusk 122nd year of Ascendancy at 02:33 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Balzack+ the Cornac Alchemist level 27
8th Dusk 122nd year of Ascendancy at 22:30 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Balzack+ the Cornac Alchemist level 15
1st Summertide 122nd year of Ascendancy at 12:30 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Balzack+ the Cornac Alchemist level 16
1st Summertide 122nd year of Ascendancy at 21:56 see stats
When Iron Breaks (Nightmare (Adventure) difficulty)
Defeated High Guardian Obosin and shattered the Iron Gate, gaining your freedom.By Balzack+ the Cornac Alchemist level 50
24th Dusk 122nd year of Ascendancy at 17:17 see stats
Log
Balzack+ picks up (g.): coruscating voratun shield of crushing (0 def, 10 armour, 200 block).
Talent Glowing Orb is ready to use.
Talent Rune: Shielding is ready to use.
Bleeding from High Guardian Obosin hits Balzack+ for (34 absorbed), 0 physical (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Bleeding from High Guardian Obosin hits Balzack+ for (34 absorbed), 0 physical (0 total damage).
Balzack+ stops bleeding.
Talent Throw Bomb is ready to use.
Talent Dig is ready to use.
Drolem (servant of Balzack+) seems less dangerous.
The shield around Balzack+ crumbles.
Talent Dissolving Acid is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Balzack+ is no longer surging arcane power.
Ran for 3 turns (stop reason: interesting terrain).
You gain 1.96 gold from the transmogrification of soldier's voratun pickaxe (dig speed 11 turns).
You gain 6.17 gold from the transmogrification of reinforced stralite shield of the stars (0 def, 17 armour, 193 block).
You gain 10.56 gold from the transmogrification of coruscating voratun shield of crushing (0 def, 10 armour, 200 block).
You gain 5.25 gold from the transmogrification of stralite plate armour of command (9 def, 20 armour).
You gain 2.18 gold from the transmogrification of insulating drakeskin leather cap of dexterity (+8) (0 def, 5 armour).
You gain 3.87 gold from the transmogrification of wanderer's pair of voratun boots (0 def, 5 armour).
There is a The Iron Gate here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
The raging fire around Balzack+ calms down and disappears.
































































































