











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select your Escorts 1.5.0Allows 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. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Alchemist |
| Level / Exp | 19 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by Asmaero the krog at level 19 on the 61st Dusk 122nd year of Ascendancy at 11:11 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 27 (base 10) |
| Constitution | 49 (base 38) |
| Magic | 65 (base 47) |
| Willpower | 19 (base 11) |
| Cunning | 14 (base 10) |
Resources
| Life | -115/717 |
| Mana | 181/261 |
| Healing Factor | 1.5071232876712 |
| Regeneration | 108.88965753425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 4 |
| Lite | 3 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 26 |
| Crit Chance | 5% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +11% |
| Acid | +53% |
| Light | +10% |
| Temporal | +10% |
| Darkness | +25% |
| Physical | +25% |
| Fire | +14% |
| All | +5% |
Offense: Damage Penetration
| Acid | +45% |
| Light | +20% |
| Temporal | +5% |
| Fire | +15% |
| Physical | +20% |
| Mind | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 2 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 35 |
Defense: Resistances
| Nature | + 12%( 70%) |
| Lightning | + 29%( 70%) |
| Cold | + 29%( 70%) |
| Temporal | + 13%( 70%) |
| Blight | + 29%( 70%) |
| Acid | + 32%( 70%) |
| Fire | + 30%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
| Poison Resistance | 15% |
| Knockback Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 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 425 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Explosive admixtures | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Acid Infusion |
| talent | Chant of Fortitude |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned and sick, doing 32.30 nature damage per turn. All damage it does is reduced by 20%. Numbing Poison |
| detrimental effect | The target is wrapped in disorientating smoke, confusing them and reducing vision range by 6. Shadow Smoke |
| beneficial effect | A flow of life spins around the target, regenerating 68.20 life per turn. Regeneration |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You have explored the Rhaloren camp and killed the Inquisitor. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | 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 |
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. | active |
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 the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed black mamba head. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed skeleton mage skull. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within | active |
Equipment
| On feet | Barudodan (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Str +3 Dex +2 Mag +2 Wil dps ---------- Res.pen +10% physical ----- def ----- Armour +1 Fatigue +1% Die.at -80.00 life ---------- misc Max.stam +10.00 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | 315 alchemist amethyst0.0 T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
| Light source | Murkspawner1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +7% Mind.pwr +5 (+2 eff.) Dmg.mod +6% darkness +12% acid Res.pen +20% acid Melee Ret 16 darkness 16 acid ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | rough leather cap 'Earthnaught' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Cun dps ---------- Dmg.mod +15% physical Res.pen +10% nature +10% physical Apr +4 ----- def ----- Armour +1 Fatigue +1% Max.HP +20.00 A cap made of leather. |
| Tool | Cyryyalle the yew totem of thorny skin [power 41] (22/20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +9 Str +6 Con ---------- misc Infravis +3 Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Stormpassion0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +15 (+5 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +5% all Melee Ret 8 lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight +5% nature +9% lightning Poison- +15% Disease- +10% Rings can have magical properties. |
| On fingers | Phoenixpain the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +6% mind Res.pen +10% mind +15% fire Melee Ret 8 mind ----- def ----- Max.HP +27.00 Heal/summ +20 Disarm- +28% Pinning- +30% Knockbk- +28% ---------- misc Hate/m.crit +1.00 Rings can have magical properties. |
| Around waist | hardened leather belt 'Blindreign'1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% acid +20% light Melee Ret 8 light ----- def ----- Resists +12% acid +10% fire +8% cold A belt that goes around your waist. |
| In main hand | yew vilestaff of might (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Emelithra (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +3 Wil dps ---------- Spell.pwr +2 (+1 eff.) Acc +12 (+6 eff.) On Hit (Melee): * 10% chance to disease ----- def ----- Armour +2 ---------- misc Max.mana +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | woollen robe 'Smoldersever' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +9% fire Res.pen +5% temporal Melee Ret 8 fire ----- def ----- Resists +17% blight +6% temporal Mind.save +16 (+7 eff.) Max.HP +102.00 HP.reg +3.80 Heal.mod +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Elanne the Duskpulverizer (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Dex +3 Mag +3 Con dps ---------- Dmg.mod +9% darkness ----- def ----- Defense +2 (+2 eff.) Crit.dmg- 15.00% Phys.save +10 (+5 eff.) Max.HP +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's steel amulet of magic (+6)0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +5% physical +5% temporal +5% light +5% darkness Amulets can have magical properties. |
Inventory
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
warrior's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings can have magical properties. |
wizard's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Spell.save +6 (+3 eff.) Rings can have magical properties. |
Korufast the Lightstreaker0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +18% light Acc +10 (+5 eff.) ----- def ----- Resists +9% nature ---------- misc Light +3 Rings can have magical properties. |
conjurer's steel ring of blinding strikes0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 22 light Ranged+ 26 light On Hit (Melee): * 11% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
Harokalthothad0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +18% arcane +21% mind Res.pen +10% arcane ----- def ----- Resists +6% mind +24% fire Rings can have magical properties. |
Staff of Destruction (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+4 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
Bikini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Glimmerbore the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +4% Dmg.mod +6% light +15% mind Res.pen +5% mind Melee Ret 4 light ----- def ----- Resists +6% light ---------- misc Light +2 A belt that goes around your waist. |
Belithel1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +2 Mag +3 Wil +5 Cun dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Infravis +3 A belt that goes around your waist. |
spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Wil +1 Mag ----- def ----- Defense +2 (+2 eff.) Spell.save +8 (+4 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uledunahell (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +7 Cun +1 Con +7 Lck ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Stealth +6 ---------- misc Light +2 A pair of boots made of leather. |
Balynik the Obsidianbliss (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +8 Dex dps ---------- Res.pen +15% darkness ----- def ----- Defense +1 (+1 eff.) Resists +5% lightning +5% temporal +3% darkness A pointy cloth hat, very wizardly... |
Layatira the Singemire (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +17% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +31% fire +6% darkness +3% nature A pointy cloth hat, very wizardly... |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
89 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
82 alchemist spinel0.0 T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
16 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
174 alchemist zircon0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
Hellslace the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +2% Dmg.mod +9% fire ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +1.00 Light +2 See.Stealth +6 See.Invis +5 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. |
alchemist's lamp 'Bethotira'1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +4 Con dps ---------- Dmg.mod +6% physical ----- def ----- Fatigue -4% Mind.save +7 (+3 eff.) Die.at -80.00 life ---------- misc Light +3 See.Stealth +7 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Glorewen (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Wil dps ---------- Crit.mult +5.00% Mind.pwr +2 (+1 eff.) Dmg.mod +6% mind ----- def ----- Heal/summ +30 ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm wand of conjuration 'Voruba' [power 85] (22/10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str dps ---------- Dmg.mod +3% physical ----- def ----- Defense +6 (+6 eff.) Rng.Def +6 (+6 eff.) Resists +2% physical ---------- misc Infravis +2 See.Invis +3 Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 10 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By HellEvoker the Doomelf Alchemist level 5
77th Pyre 122nd year of Ascendancy at 10:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By HellEvoker the Doomelf Alchemist level 10
7th Flare 122nd year of Ascendancy at 06:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By HellEvoker the Doomelf Alchemist level 6
2nd Summertide 122nd year of Ascendancy at 09:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By HellEvoker the Doomelf Alchemist level 12
14th Dusk 122nd year of Ascendancy at 12:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By HellEvoker the Doomelf Alchemist level 17
49th Dusk 122nd year of Ascendancy at 17:49 see stats
Log
Raelle the human is invigorated by the attack!
Raelle the human shoots!
Fading hits Alran the thalore for 10 damage.
Burning from Drolem (servant of HellEvoker) hits Asmaero the krog for 6 fire damage.
Burning from Drolem (servant of HellEvoker) hits Raelle the human for 9 fire damage.
HellEvoker casts Rune: Reflection Shield.
A shield forms around HellEvoker.
HellEvoker casts Throw Bomb.
Alran the thalore shatters into pieces!
Asmaero the krog uses Shadow Shot.
HellEvoker hits Alran the thalore for 972 acid damage.
HellEvoker hits Raelle the human for 371 acid damage.
HellEvoker killed Alran the thalore!
HellEvoker killed Raelle the human!
Raelle the human's Shoot hits HellEvoker for (90 absorbed), 0 physical, (6 absorbed), 0 darkness (0 total damage).
HellEvoker is surrounded by a thick smoke.
Your shield crumbles under the damage!
The shield around HellEvoker crumbles.
HellEvoker is poisoned!
HellEvoker reflects damage back to Something!
HellEvoker hits Something for 302 reflected, 6 reflected, 13 reflected, 5 reflected, 3 reflected (328 total damage).
Venomous Ammunition hits HellEvoker for 29 nature damage.
Asmaero the krog's Shadow Shot hits HellEvoker for (302 absorbed), 0 physical, (6 absorbed), 0 blight, (13 absorbed), 0 nature, (5 absorbed), 0 darkness, (3 absorbed), 11 fire (11 total damage).
HellEvoker uses Infusion: Regeneration.
HellEvoker starts regenerating health quickly.
HellEvoker is no longer suffering from insomnia.
Numbing Poison from Asmaero the krog hits HellEvoker for 29 nature damage.
Saving game...




















































































