Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Doctornull's Tweak Pack 1.1.6A collection of tweaks for existing ToME content. Items Vault 1.1.2Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: Midnight 1.1.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Doctornull's Class Pack 1.1.6This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. New Gem Types 1.1.6Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! More Tales 1.1.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Tempus Fugit 1.1.0Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level More Taints 1.1.5Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Arcanum Class Pack 1.1.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Necromancy+ 1.1.5Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Hedgeknight Class 1.1.5They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Elemental Woes 1.1.0This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Verdant Class Pack 1.1.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 14 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by umbral horror at level 14 on the 4th Flare 122nd year of Ascendancy at 20:39 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 30 (base 30) |
| Magic | 44 (base 40) |
| Willpower | 21 (base 11) |
| Cunning | 10 (base 10) |
Resources
| Life | -18/322 |
| Mana | 3/283 |
| Healing Factor | 1 |
| Regeneration | 0.25 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 4 |
| Crit Chance | 3% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 39.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21.85 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +15% |
Offense: Damage Penetration
| Blight | +7% |
| Physical | +7% |
| Fire | +7% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 1 |
| Physical Save | 14.7 |
| Spell Save | 28.875 |
| Mental Save | 26.425 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 8%( 70%) |
| All | 0%( 70%) |
| Darkness | + 12%( 70%) |
| Light | + 10%( 70%) |
| Arcane | -7%( 70%) |
| Fire | + 6%( 70%) |
| Nature | -6%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Confusion Resistance | 26% |
| Disarm Resistance | 5% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 225 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Magic MissileUse mode: Activated Range: 4.0 Cooldown: 22 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 149 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Explosive admixtures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Water alchemy | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Herbalism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Stone alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Reduces global action speed by 15%. Slow |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 stoneskin. This is what you need: * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
Equipment
| On feet | Camozor (0 def, 1 armour) Camozor (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Wil / +3 Mag Changes resistances: +2% physical / +3% cold / +3% acid Disarm immunity: +5% Stun/Freeze immunity: +10% It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Quiver | 60 alchemist quartz 60 alchemist quartz0.00 Encumbrance. Type: alchemist-gem / white ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns When used in a prism: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
| On head | spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mana each turn: +0.10 Spellpower: +3 Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
| Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 23/25) : Effective talent level: 3.0 Power cost: 20 out of 23/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 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 21% 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 | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 acid Damage when the wearer hits(ranged): 5 acid Damage when the wearer is hit: 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8.0 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 12.71 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
| On fingers | steel ring of clarity steel ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 Confusion immunity: +26% Rings can have magical properties. |
| Around waist | rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +6 Spellpower: +3 A belt that goes around your waist. |
| In main hand | ash magestaff (15-18 power, 3 apr, arcane damage) ash magestaff (15-18 power, 3 apr, arcane damage)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
| Main armor | spellwoven woollen robe of chaos (0 def, 0 armour) spellwoven woollen robe of chaos (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +5% physical / -7% arcane / +6% fire / -6% cold / -6% nature / +6% blight Changes resistances penetration: +7% physical / +7% fire / +7% blight Spell save: +15 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +3 Spell crit. chance: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | thick linen cloak of the Shaloren (1 def, 6 armour) thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 Changes stats: +2 Wil / +1 Mag Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +10% light Blindness immunity: +25% Amulets can have magical properties. |
Inventory
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
This item will automatically be transmogrified when you leave the level. potent ash vilestaff of fate (19-22.8 power, 3 apr, acid damage)potent ash vilestaff of fate (19-22.8 power, 3 apr, acid damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 100% Mag Damage type: Acid Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +19% acid Talent granted: +1 Command Staff Physical save: +6 Spell save: +7 Mental save: +6 Spellpower: +8 Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour (3 def, 8 armour)dwarven-steel mail armour (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% A suit of armour made of mail. |
impenetrable steel plate armour of stability (4 def, 14 armour) impenetrable steel plate armour of stability (4 def, 14 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 Fatigue: +22% Changes resistances: +5% physical Physical save: +11 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Sunstinger' (13/13, 22-30.8 power, 7 apr)quiver of ash arrows 'Sunstinger' (13/13, 22-30.8 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 13 Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 light Damage conversion: 10% fire When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +15% When used to imbue an object: Stun/Freeze immunity: +15% When used as an alchemist bomb: Life regen 4% of max life Gems can be sold for money or used in arcane rituals. |
3 nuummite 3 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +10% When used to imbue an object: Stun/Freeze immunity: +10% When used as an alchemist bomb: Life regen 2% of max life Gems can be sold for money or used in arcane rituals. |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; 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% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, costing 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 Chest 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
This item will automatically be transmogrified when you leave the level. deadly pouch of steel shots (18/18, 24-28.8 power, 2 apr)deadly pouch of steel shots (18/18, 24-28.8 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 24.0 - 28.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
5 tiny geode 5 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 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: Additional 3 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / yellow ; 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 4 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Ralin, Artificer the Cornac Alchemist level 10
8th Mirth 122nd year of Ascendancy at 14:37 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Ralin, Artificer the Cornac Alchemist level 6
78th Pyre 122nd year of Ascendancy at 18:06 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Ralin, Artificer the Cornac Alchemist level 8
5th Mirth 122nd year of Ascendancy at 04:09 see stats
Log
Numbing Poison from Ralin, Artificer hits Oozing horror for 0 nature damage.
Metaru (servant of Ralin, Artificer) casts Eye Beam.
Oozing horror is invigorated by the attack!
Metaru (servant of Ralin, Artificer) hits Oozing horror for 62 lightning damage.
Oozing horror's nature slow area effect hits Metaru (servant of Ralin, Artificer) for 22 nature damage.
Umbral horror's creeping dark hits Ralin, Artificer for 12 darkness damage.
Oozing horror's nature slow area effect killed Metaru (servant of Ralin, Artificer)!
Oozing horror uses Tentacle Grab.
Ralin, Artificer is grappled!
Ralin, Artificer is being strangled.
Talent Poison Bomb is ready to use.
Strangle Hold from Oozing horror hits Ralin, Artificer for 19 nature damage.
Ralin, Artificer uses Camozor (0 def, 1 armour)!
Umbral horror uses Dark Torrent.
Oozing horror is invigorated by the attack!
Shadow casts Fade.
Shadow fades!
Ralin, Artificer hits Shadow for 0 acid damage.
Shadow hits Ralin, Artificer for 38 physical damage.
Numbing Poison from Ralin, Artificer hits Oozing horror for 0 nature damage.
Umbral horror hits Ralin, Artificer for 45 darkness damage.
Oozing horror's nature slow area effect hits Shadow for 0 nature damage.
Oozing horror's nature slow area effect hits Ralin, Artificer for 25 nature damage.
Oozing horror's nature slow area effect hits Shadow for 0 nature damage.
Ralin, Artificer is free from the grapple.
Ralin, Artificer has escaped the strangle hold.
Ralin, Artificer feels pain again.
Umbral horror uses Blindside.
Saving game...
