Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Alchemist |
| Level / Exp | 30 / 30% |
| Size | small |
| Lifes / Deaths | Killed by Xanubreta the ghoul at level 30 on the 46th Pyre 123rd year of Ascendancy at 13:18 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 67 (base 60) |
| Magic | 73 (base 60) |
| Willpower | 26 (base 12) |
| Cunning | 17 (base 10) |
Resources
| Life | -48/800 |
| Mana | 5/383 |
| Healing Factor | 1.15 |
| Regeneration | 3.9675 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -90% |
| Spell | 0% |
| Global | +112.58159546285% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 12 |
| Crit Chance | 28% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.5 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| All | +8% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 11.65 |
| Ranged Defense | 11.65 |
| Fatigue | 18 |
| Physical Save | 40.383333333333 |
| Spell Save | 33.325 |
| Mental Save | 33.525 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Knockback Resistance | 10% |
| Silence Resistance | 60% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 95% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 21% for 7 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is on fire, taking 24.70 fire damage per turn, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While flameshocked talents do not cooldown. Burning Shock |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | Huge cut that bleeds, doing 1.67 physical damage per turn. Bleeding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is on fire, taking 68.96 fire damage per turn. Burning |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you learnt talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you learnt talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you learnt talent Spin Fate (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed minotaur nose. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of luminous horror dust. * You've found the needed vial of squid ink. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | insulating pair of hardened leather boots of phasing (0 def, 3 armour) insulating pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Wil / +4 Mag Changes resistances: +8% cold / +5% fire Activating this item is instant. 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 | 91 alchemist onyx 91 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Chargepiercer the dwarven-steel pickaxe (dig speed 15 turns) Chargepiercer the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +7 Effects on melee hit: * 15% chance to corrode armor Damage when hit (Melee): 8 lightning Changes stats: +2 Str Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ulfunik the Voidspawner Ulfunik the VoidspawnerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +2 Mag Changes resistances: +3% darkness Changes resistances penetration: +5% darkness Changes damage: +6% lightning Spellpower: +7 Rings can have magical properties. |
| On fingers | steel ring 'Eminne' steel ring 'Eminne'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con / +1 Mag Changes resistances: +24% acid Changes resistances penetration: +5% mind Changes damage: +12% acid Grants telepathy: Humanoid/Orc Rings can have magical properties. |
| Around waist | Bikath the rough leather belt Bikath the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% acid / +3% fire Disease immunity: +5% Knockback immunity: +10% Only die when reaching: -40.00 life Maximum life: +32.00 A belt that goes around your waist. |
| In main hand | magewarrior's short elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element) magewarrior's short elven-wood vilestaff of greater warding (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 Physical crit. chance: +7.0% Physical power: +9 Armour: +10 Defense: +9 Maximum wards: +3 acid Changes damage: +25% acid Talents granted: +1 Command Staff +2 Ward Critical mult.: +10.00% Spellpower: +19 Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Radiancekarma the cured leather armour (2 def, 4 armour) Radiancekarma the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Defense: +2 Fatigue: +7% Damage when hit (Melee): 8 light Changes resistances: +9% fire Changes resistances penetration: +5% light Changes damage: +9% fire / +8% all Life regen: +1.50 Maximum life: +57.00 Spell crit. chance: +4% Mental crit. chance: +4% Healing mod.: +15% A suit of armour made of leather. |
| Cloak | Lisata the linen cloak (1 def, 0 armour) Lisata the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Dex / +1 Wil / +2 Con Changes resistances penetration: +5% blight Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Physical save: +7 Maximum life: +50.00 Infravision radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xanyma the Blazegrit Xanyma the BlazegritInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +4 Con Changes resistances: +3% lightning / +6% fire Changes resistances penetration: +10% lightning Changes damage: +15% lightning Physical save: +11 Life regen: +1.70 Maximum life: +42.00 Amulets can have magical properties. |
Inventory
heroism infusion of the psychic (+9 for 7 turns, die at -270) heroism infusion of the psychic (+9 for 7 turns, die at -270)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 7 turns. While Heroism is active, you will only die when reaching -270 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune of the duelist (power 10 for 10 turns)invisibility rune of the duelist (power 10 for 10 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 10) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
This item will automatically be transmogrified when you leave the level. mighty hardened leather sling of coldmighty hardened leather sling of cold Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 cold When wielded/worn: Physical power: +8 Changes stats: +3 Str Changes damage: +10% cold Slings are used to hurl stones or metal shots at your foes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
This item will automatically be transmogrified when you leave the level. cashmere robe (2 def, 0 armour)cashmere robe (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Growthsmash (2 def, 0 armour)Growthsmash (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 15% chance to corrode armor Changes resistances: +12% nature / +9% blight Changes resistances penetration: +15% nature Changes damage: +3% acid / +6% nature A pointy cloth hat, very wizardly... |
cleansing rough leather cap of the depths (0 def, 1 armour) cleansing rough leather cap of the depths (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% blight / +6% cold / +6% nature Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of delving (3 def, 6 armour)hardened leather armour of delving (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes stats: +7 Str Changes resistances: +12% darkness / +7% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. quiver of yew arrows (20/20, 28.5-39.9 power, 10 apr)quiver of yew arrows (20/20, 28.5-39.9 power, 10 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 28.5 - 39.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
103 alchemist agate 103 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. |
4 onyx 4 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% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; 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: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
23 emerald 23 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
2 jade 2 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% Gems can be sold for money or used in arcane rituals. |
12 garnet 12 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 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 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. |
91 alchemist amethyst 91 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. |
2 amethyst 2 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 Gems can be sold for money or used in arcane rituals. |
22 quartz 22 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 Gems can be sold for money or used in arcane rituals. |
58 alchemist zircon 58 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Klutz2.0 the Yeek Alchemist level 26
32nd Regrowth 123rd year of Ascendancy at 08:01 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Klutz2.0 the Yeek Alchemist level 16
23rd Dusk 122nd year of Ascendancy at 13:45 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Klutz2.0 the Yeek Alchemist level 22
35th Haze 122nd year of Ascendancy at 16:26 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Klutz2.0 the Yeek Alchemist level 27
32nd Regrowth 123rd year of Ascendancy at 23:56 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Klutz2.0 the Yeek Alchemist level 10
2nd Mirth 122nd year of Ascendancy at 23:10 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Klutz2.0 the Yeek Alchemist level 20
18th Haze 122nd year of Ascendancy at 14:19 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Klutz2.0 the Yeek Alchemist level 30
46th Pyre 123rd year of Ascendancy at 05:30 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Klutz2.0 the Yeek Alchemist level 28
73rd Regrowth 123rd year of Ascendancy at 21:16 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Klutz2.0 the Yeek Alchemist level 21
33rd Haze 122nd year of Ascendancy at 21:56 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Klutz2.0 the Yeek Alchemist level 10
1st Summertide 122nd year of Ascendancy at 07:39 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Klutz2.0 the Yeek Alchemist level 30
46th Pyre 123rd year of Ascendancy at 13:14 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Klutz2.0 the Yeek Alchemist level 19
18th Haze 122nd year of Ascendancy at 14:19 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Klutz2.0 the Yeek Alchemist level 13
3rd Flare 122nd year of Ascendancy at 18:38 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Klutz2.0 the Yeek Alchemist level 26
32nd Regrowth 123rd year of Ascendancy at 03:03 see stats
Log
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Forest wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Barrow wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Armoured skeleton warrior for 34 cold damage.
Grave wight's glacial vapour area effect hits Grave wight for 7 cold damage.
Grave wight's glacial vapour area effect hits Skeleton master archer for 34 cold damage.
Forest wight's glacial vapour area effect hits Armoured skeleton warrior for 30 cold damage.
Forest wight's glacial vapour area effect hits Barrow wight for 6 cold damage.
Forest wight's glacial vapour area effect hits Emperor wight for 6 cold damage.
Forest wight's glacial vapour area effect hits Grave wight for 6 cold damage.
Forest wight's glacial vapour area effect hits Grave wight for 6 cold damage.
Forest wight's glacial vapour area effect hits Forest wight for 6 cold damage.
Forest wight's glacial vapour area effect hits Barrow wight for 6 cold damage.
Grave wight misses Klutz2.0.
Grave wight casts Glacial Vapour.
Grave wight casts Mind Disruption.
Klutz2.0 resists!
Emperor wight hits Grave wight for 15 lightning damage.
Emperor wight hits Klutz2.0 for 16 lightning damage.
Emperor wight hits Grave wight for 15 lightning damage.
Emperor wight hits Grave wight for 15 lightning damage.
Emperor wight hits Grave wight for 15 lightning damage.
Emperor wight hits Klutz2.0 for 16 lightning damage.
Emperor wight hits Forest wight for 15 lightning damage.
Klutz2.0 is pinned to the ground.
Klutz2.0 starts to bleed.
Skeleton master archer's Pinning Shot hits Klutz2.0 for 132 physical, 2 physical (134 total damage).
Saving game...
