










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Alchemist |
Level / Exp | 34 / 52% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 20) |
Dexterity | 26 (base 20) |
Constitution | 43 (base 31) |
Magic | 81 (base 60) |
Willpower | 79 (base 60) |
Cunning | 71 (base 60) |
Resources
Life | 1662/1662 |
Mana | 255/626 |
Healing Factor | 1.2323943661972 |
Regeneration | 2.1566901408451 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +310.00527732609% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Invisible | 18 |
Offense: Mainhand
Damage | 126 |
Accuracy | 21 |
Crit Chance | 24% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Acid | +39% |
Mind | +7% |
Darkness | +25% |
Arcane | +23% |
Cold | +5% |
Fire | +71% |
Offense: Damage Penetration
Acid | +15% |
Light | +15% |
Blight | +10% |
Darkness | +12% |
Mind | +20% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 33.411340557309 (30%) |
Defense | 33 |
Ranged Defense | 33 |
Fatigue | 5 |
Physical Save | 41 |
Spell Save | 48 |
Mental Save | 48 |
Defense: Resistances
Acid | +100%(173%) |
Blight | +100%(173%) |
Arcane | +100%(173%) |
Cold | +100%(173%) |
All | +104%(173%) |
Mind | +100%(173%) |
Lightning | +100%(173%) |
Light | +100%(173%) |
Temporal | +100%(173%) |
Physical | +100%(173%) |
Darkness | +100%(173%) |
Fire | +100%(173%) |
Nature | +100%(173%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 5% |
Disarm Resistance | 20% |
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Advanced-golemancy | 3.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Spell / Explosive admixtures | 3.30 |
| 9/5 |
| 5/5 |
| 5/5 |
| 9/5 |
Spell / Golemancy | 3.30 |
| 9/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Acid alchemy | 3.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 3.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 3.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 3.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 3.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Race / Yeek | 3.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Defensive Posture |
talent | Flame Infusion |
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 failed to protect the lost warrior from death by golem (servant of AgainstAllOdds). Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | 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 |
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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 145. | active |
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. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 blight Changes resistances: +3% blight Changes resistances penetration: +10% blight Changes damage: +12% arcane Physical save: +10 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +8 (+2 eff.) Silence immunity: +36% Confusion immunity: +32% Stun/Freeze immunity: +35% Stamina each turn: +0.90 Maximum stamina: +23.00 A pair of boots made of leather. |
Quiver | ![]() 0.00 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. |
On hands | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 cold Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +7% cold Changes damage: +5% cold Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+3 eff.) Disarm immunity: +20% Pinning immunity: +10% Knockback immunity: +10% Life regen: +1.50 Stamina each turn: +0.60 Psi each turn: +0.25 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +8 Mag / +6 Con Changes damage: +11% arcane Spell save: +10 (+3 eff.) Mana each turn: +0.17 Psi when hit: +0.24 Hate when firing a critical mind attack: +4.00 Maximum psi: +20.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +3% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 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 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Dex / +4 Mag / +3 Con Changes resistances: +36% acid / +32% fire / +10% nature / +11% blight Changes resistances penetration: +15% nature Changes damage: +18% acid / +16% fire Poison immunity: +12% Disease immunity: +24% Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Str / +5 Mag / +5 Con Changes resistances: +30% acid Changes damage: +15% acid Maximum psi: +30.00 Mindpower: +8 (+2 eff.) See invisible: +18 Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Changes resistances: +3% cold / +15% light / +3% temporal Changes resistances cap: +3% all Reduces incoming crit damage: 10.00% Physical save: +11 (+4 eff.) Blindness immunity: +10% Knockback immunity: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. 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 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to blind Burst (radius 1) on hit: +12 light When wielded/worn: Armour: +2 Changes resistances penetration: +15% light / +12% darkness Changes damage: +25% darkness Talent granted: +1 Command Staff Spell save: +10 (+3 eff.) Cut immunity: +5% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +12 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +7% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Str / +2 Mag / +3 Wil / +3 Con Changes resistances penetration: +15% acid / +20% mind Changes damage: +6% acid Physical save: +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Cun / +5 Lck Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +3 A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. 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. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+5 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
![]() dwarven-steel greatmaul of massacre (57-85.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Massive two-handed mauls. |
![]() acidic dwarven-steel greatsword (33.5-53.6 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Massive two-handed swords. |
![]() flaming stralite greatsword of phasing (47.5-76 power, 15 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +15 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +26% Burst (radius 1) on hit: +17 fire Massive two-handed swords. |
![]() Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 10 arcane resource burn When wielded/worn: Accuracy: +9 (+4 eff.) Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on ranged hit: * 8 arcane resource burn Changes stats: +3 Str / +3 Wil / +3 Cun Changes resistances: +3% light / +3% cold Talent mastery: +0.30 Wild-gift / Antimagic Spell save: +6 (+2 eff.) Mindpower: +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() creative thorny mindstar (9-9.9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +7.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() focusing cashmere robe of the mind (+13%) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +13% mind Changes damage: +13% mind Mana each turn: +0.15 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +17 (+8 eff.) Armour: +2 Damage (Melee): 8 lightning Changes stats: +3 Dex Changes resistances: +7% lightning Changes damage: +5% lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str Physical save: +18 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 4 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 3 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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, 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. |
![]() Powered 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. |
![]() Dourire (22/22, 37-44.4 power, 8 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 37.0 - 44.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +9.0% Capacity: 22 On weapon hit: * 40% chance to disease * Random elemental explosion * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +16 blight / +17 physical Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +4 blight Shots are used with slings to pummel your foes to death. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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
By AgainstAllOdds the Yeek Alchemist level 29
4th Dusk 122nd year of Ascendancy at 09:18 see stats
By AgainstAllOdds the Yeek Alchemist level 27
2nd Dusk 122nd year of Ascendancy at 14:20 see stats
By AgainstAllOdds the Yeek Alchemist level 34
20th Dusk 122nd year of Ascendancy at 17:53 see stats
By AgainstAllOdds the Yeek Alchemist level 10
2nd Mirth 122nd year of Ascendancy at 10:26 see stats
By AgainstAllOdds the Yeek Alchemist level 20
7th Mirth 122nd year of Ascendancy at 01:04 see stats
By AgainstAllOdds the Yeek Alchemist level 30
4th Dusk 122nd year of Ascendancy at 16:50 see stats
By AgainstAllOdds the Yeek Alchemist level 31
14th Dusk 122nd year of Ascendancy at 13:54 see stats
By AgainstAllOdds the Yeek Alchemist level 25
2nd Dusk 122nd year of Ascendancy at 04:34 see stats
By AgainstAllOdds the Yeek Alchemist level 2
77th Pyre 122nd year of Ascendancy at 04:23 see stats
By AgainstAllOdds the Yeek Alchemist level 34
20th Dusk 122nd year of Ascendancy at 18:14 see stats
By AgainstAllOdds the Yeek Alchemist level 30
12nd Dusk 122nd year of Ascendancy at 16:19 see stats
By AgainstAllOdds the Yeek Alchemist level 27
2nd Dusk 122nd year of Ascendancy at 12:58 see stats
By AgainstAllOdds the Yeek Alchemist level 18
6th Mirth 122nd year of Ascendancy at 14:11 see stats
By AgainstAllOdds the Yeek Alchemist level 34
20th Dusk 122nd year of Ascendancy at 19:51 see stats
Log
Golem (servant of AgainstAllOdds) starts to attract all creatures around!
Golem (servant of AgainstAllOdds) reflects damage back to Something!
Golem (servant of AgainstAllOdds) hits Something for 0 lightning damage.
Thunderstorm hits Golem (servant of AgainstAllOdds) for 0 lightning damage.
Golem (servant of AgainstAllOdds) uses Pound.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
Burning from Golem (servant of AgainstAllOdds) hits Fortress Shadow for 0 fire damage.
Ran for 3 turns (stop reason: dialog is displayed).
AgainstAllOdds picks up (e.): creative thorny mindstar (9-9.9 power, 24 apr, mind damage).
AgainstAllOdds picks up (d.): dwarven-steel greatmaul of massacre (57-85.5 power, 2 apr).
AgainstAllOdds picks up (y.): Dourire (22/22, 37-44.4 power, 8 apr).
AgainstAllOdds picks up (g.): storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour).
AgainstAllOdds picks up (h.): stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour).
AgainstAllOdds picks up (g.): focusing cashmere robe of the mind (+13%) (2 def, 0 armour).
AgainstAllOdds picks up (e.): acidic dwarven-steel greatsword (33.5-53.6 power, 2 apr).
AgainstAllOdds picks up (f.): flaming stralite greatsword of phasing (47.5-76 power, 15 apr).
Ran for 4 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: dialog is displayed).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...
Saving game...
Saving done.
AgainstAllOdds deactivates Defensive Posture.
AgainstAllOdds deactivates Flame Infusion.
Golem (servant of AgainstAllOdds) is no longer attracting creatures.
Golem (servant of AgainstAllOdds) deactivates Reflective Skin.
Golem (servant of AgainstAllOdds)'s skin returns to normal.