













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Better Item Description 1.7.4This 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Alchemist |
Level / Exp | 29 / 42% |
Size | medium |
Lifes / Deaths | Killed by Xevea the shadowblade at level 29 on the 17th Dusk 122nd year of Ascendancy at 05:36 / 1 |
Primary Stats
Strength | 22 (base 17) |
Dexterity | 10 (base 10) |
Constitution | 27 (base 18) |
Magic | 62 (base 60) |
Willpower | 45 (base 33) |
Cunning | 36 (base 21) |
Resources
Life | -265/700 |
Mana | 61/89 |
Healing Factor | 1.1386945338482 |
Regeneration | 27.613342445819 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.38095047674% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 9 |
See Stealth | 56.100507968842 |
See Invisible | 62.100507968842 |
Offense: Mainhand
Damage | 44 |
Accuracy | 11 |
Crit Chance | 14% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +40% |
Light | +12% |
Blight | +9% |
Arcane | +10% |
Fire | +12% |
Cold | +35% |
Offense: Damage Penetration
Blight | +5% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 47.171498739874 (27%) |
Defense | 18 |
Ranged Defense | 18 |
Fatigue | 10 |
Physical Save | 26 |
Spell Save | 28 |
Mental Save | 40 |
Defense: Resistances
Acid | + 29%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 61%( 70%) |
All | + 11%( 70%) |
Lightning | + 59%( 70%) |
Light | + 23%( 70%) |
Physical | + 22%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 47%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 32% |
Stoning Resistance | 0% |
Blind Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
talent | Lightning Infusion |
talent | Defensive Posture |
talent | Living Lightning |
talent | Ice Core |
talent | Body of Fire |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | Infinite Dungeon Challenge (Level 28): Rush Hour (263) Challenge |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: Random Artifact: Gilolach | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 15): Mirror MatchYou completed the challenge and received: Random Artifact: Barkire (16-22 power, 3 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Chaligen (4-5 power, 18 apr, mind damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 19): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 25): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 28): Rush Hour (263)Turns left: 192 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 161 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 9): Rush Hour (161)Turns left: 63 You completed the challenge and received: +1 Class Point | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 0.0 T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +9% blight Res.pen +5% blight ----- def ----- Resists +3% cold Max.HP +40.00 ---------- misc Light +3 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 | ![]() 2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +8 Defense +4 (+3 eff.) Fatigue +3% Resists +2% all Phys.save +5 (+2 eff.) A cap made of leather. |
Tool | ![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 542 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 21 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Phys.crit +3.0% Crit.mult +20.00% Res.pen +10% mind ----- def ----- Resists +5% arcane Phys.save +10 (+5 eff.) ---------- misc Max.stam +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +18% lightning +12% light Melee Ret 6 lightning ----- def ----- Armour +4 Resists +24% lightning Die.at -40.00 life Rings make your fingers look great! |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Nature/Master While equipped: Stats +3 Wil +4 Cun +2 Con dps ---------- Mind.pwr +3 (+1 eff.) Against +16% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +7 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +14% Crit.mult +22.00% Phys.pwr +5 (+2 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +15% lightning Res.pen +10% mind ---------- misc Equi/ret +0.04 Max.mana +18.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +7 (+4 eff.) ----- def ----- Armour +6 Resists +7% darkness Mind.save +7 (+2 eff.) Max.HP +47.00 ---------- misc Infravis +2 Unarmed combat: Power 21.5 - 23.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +6 darkness On Hit: 10% Battle Shout 3 On Crit: 10% Dominate 3 Track: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +6 Resists +9% all +2% physical Mind.save +15 (+5 eff.) Max.HP +80.00 HP.reg +4.00 Stun/Frz- +10% Knockbk- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +7 Defense +1 (+1 eff.) Resists +13% cold +3% fire Crit.chn- 15.00% Mind.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce armor by 33% ----- def ----- Resists +10% lightning +14% light +13% darkness Blind- +40% Stun/Frz- +22% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
Inventory
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% fire ----- def ----- Resists +30% lightning +24% fire +5% arcane Rings make your fingers look great! |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +8 Dex +12 Mag +8 Wil +6 Cun +12 Con Longbows are used to shoot arrows at your foes. |
![]() 9.0 T1 light armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +10% darkness +6% physical ---------- misc Light +1 Track: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +3.0% Phys.pwr +10 (+4 eff.) Acc +15 (+8 eff.) ----- def ----- Armour +13 Defense +25 (+13 eff.) Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 73.24 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +7 Str +7 Dex +7 Cun dps ---------- Phys.pwr +5 (+2 eff.) S.pwr/crit +4 Acc +7 (+4 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +9% darkness Phys.save +8 (+4 eff.) Spell.save +3 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +13 Apr +16 Crit +15.0% Atk.spd 83% On Hit: 10% Set Up 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 11 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 41.10 to 123.31 lightning damage (82.21 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +7 Dex dps ---------- Dmg.mod +15% light +6% physical Melee Ret 2 cold ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +9% temporal A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +3 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +6% acid ---------- misc Light +3 Infravis +1 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +2 Resists +3% temporal Phys.save +3 (+1 eff.) Knockbk- +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (138 total damage) Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Celaon the Cornac Alchemist level 10
6th Mirth 122nd year of Ascendancy at 10:19 see stats
By Celaon the Cornac Alchemist level 22
3rd Dusk 122nd year of Ascendancy at 16:39 see stats
By Celaon the Cornac Alchemist level 11
8th Mirth 122nd year of Ascendancy at 12:35 see stats
By Celaon the Cornac Alchemist level 20
10th Flare 122nd year of Ascendancy at 00:33 see stats
By Celaon the Cornac Alchemist level 10
6th Mirth 122nd year of Ascendancy at 03:39 see stats
By Celaon the Cornac Alchemist level 20
7th Flare 122nd year of Ascendancy at 15:11 see stats
By Celaon the Cornac Alchemist level 20
9th Flare 122nd year of Ascendancy at 12:06 see stats
By Celaon the Cornac Alchemist level 22
1st Dusk 122nd year of Ascendancy at 23:59 see stats
Log
Celaon is not dazed anymore.
Xevea the shadowblade's blood frenzy intensifies!
Celaon is dazed!
Xevea the shadowblade performs a melee critical strike against Celaon!
Celaon is not dazed anymore.
Xevea the shadowblade's blood frenzy intensifies!
Celaon is dazed!
Celaon's Brainlocked was extended!
Celaon's Off-balance was extended!
The shield around Celaon crumbles.
Celaon's Damage Shield was stripped!
Celaon feels pain again.
Celaon's Pain Suppression was stripped!
Celaon HEALS from cold damage!
Xevea the shadowblade hits Celaon for (194 absorbed), 0 physical, (6 absorbed), 0 darkness, (6 absorbed), 0 light, (11 absorbed), 0 darkness, (157 absorbed), 0 physical, (8 absorbed), 0 light, (5 absorbed), 0 cold, 2 healing, (11 absorbed), 0 darkness (0 total damage) [2 healing].
Melee retaliation hits Xevea the shadowblade for 12 fire, 6 lightning, 12 fire, 6 lightning (36 total damage).
You are unable to move!
You are unable to move!
Celaon uses Infusion: Regeneration.
Celaon starts regenerating health quickly.
Celaon is not dazed anymore.
Xevea the shadowblade's Quickdraw Knife hits Celaon for 149 physical, 13 darkness (162 total damage).
Melee retaliation hits Xevea the shadowblade for 12 fire, 6 lightning (18 total damage).
Celaon's spell attains critical power!
Celaon's spell attains critical power!
Celaon's Living Lightning hits Xevea the shadowblade for 65 lightning damage.
Celaon's Body of Fire hits Xevea the shadowblade for 51 fire damage.
Xevea the shadowblade uses Dual Strike.
Xevea the shadowblade performs a melee critical strike against Celaon!