











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 1.7.0Official 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:
Ashes of Urh'Rok 1.7.0Official 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:
Forbidden Cults 1.7.0Official 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 | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Alchemist |
Level / Exp | 18 / 68% |
Size | medium |
Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 12:05 / 29Killed by golem (servant of Rosa) at level 7 on the 2nd Mirth 122nd year of Ascendancy at 19:55 Killed by Dumelra the dwarf at level 11 on the 6th Flare 122nd year of Ascendancy at 07:22 Killed by golem (servant of Rosa) at level 13 on the 10th Flare 122nd year of Ascendancy at 20:23 Killed by worm that walks at level 13 on the 1st Dusk 122nd year of Ascendancy at 00:54 Killed by worm that walks at level 13 on the 1st Dusk 122nd year of Ascendancy at 04:05 Killed by Islyth the ghoul at level 13 on the 15th Dusk 122nd year of Ascendancy at 03:28 Killed by Gloralle the sandworm at level 14 on the 17th Dusk 122nd year of Ascendancy at 03:27 Killed by golem (servant of Rosa) at level 14 on the 17th Dusk 122nd year of Ascendancy at 08:15 Killed by fire drake hatchling at level 17 on the 55th Haze 122nd year of Ascendancy at 13:07 Killed by fire drake at level 17 on the 56th Haze 122nd year of Ascendancy at 00:24 Killed by fire drake at level 17 on the 56th Haze 122nd year of Ascendancy at 02:34 Killed by golem (servant of Rosa) at level 18 on the 65th Haze 122nd year of Ascendancy at 15:19 Killed by Neronn the bandit lord at level 18 on the 65th Haze 122nd year of Ascendancy at 18:18 Killed by Neronn the bandit lord at level 18 on the 65th Haze 122nd year of Ascendancy at 21:21 Killed by Assassin Lord at level 18 on the 65th Haze 122nd year of Ascendancy at 22:38 Killed by netherworm mass at level 18 on the 72nd Haze 122nd year of Ascendancy at 18:31 Killed by Silabrerin the giant netherworm at level 18 on the 72nd Haze 122nd year of Ascendancy at 19:48 Killed by golem (servant of Rosa) at level 18 on the 72nd Haze 122nd year of Ascendancy at 21:24 Killed by netherworm mass at level 18 on the 72nd Haze 122nd year of Ascendancy at 23:25 Killed by netherworm mass at level 18 on the 73rd Haze 122nd year of Ascendancy at 02:26 Killed by Silabrerin the giant netherworm at level 18 on the 73rd Haze 122nd year of Ascendancy at 05:24 Killed by Silabrerin the giant netherworm at level 18 on the 73rd Haze 122nd year of Ascendancy at 07:32 Killed by Silabrerin the giant netherworm at level 18 on the 73rd Haze 122nd year of Ascendancy at 09:11 Killed by Silabrerin the giant netherworm at level 18 on the 73rd Haze 122nd year of Ascendancy at 13:09 Killed by Silabrerin the giant netherworm at level 18 on the 73rd Haze 122nd year of Ascendancy at 15:46 Killed by netherworm mass at level 18 on the 73rd Haze 122nd year of Ascendancy at 17:42 Killed by netherworm mass at level 18 on the 73rd Haze 122nd year of Ascendancy at 19:32 Killed by Silabrerin the giant netherworm at level 18 on the 73rd Haze 122nd year of Ascendancy at 19:41 |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 45 (base 45) |
Magic | 59 (base 37) |
Willpower | 29 (base 11) |
Cunning | 17 (base 10) |
Resources
Life | -160/514 |
Mana | 290/338 |
Healing Factor | 1.3511689881046 |
Regeneration | 2.3645457291831 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 22 |
See Invisible | 21 |
Offense: Mainhand
Damage | 55 |
Accuracy | 4 |
Crit Chance | 3% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Physical | +18% |
Lightning | +7% |
Cold | +52% |
Darkness | +17% |
Blight | +20% |
Arcane | +20% |
Mind | +13% |
All | +2% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 2 |
Ranged Defense | 2 |
Fatigue | 7 |
Physical Save | 30 |
Spell Save | 25 |
Mental Save | 29 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 18%( 70%) |
Cold | + 59%( 70%) |
All | + 9%( 70%) |
Darkness | + 58%( 70%) |
Physical | + 14%( 70%) |
Lightning | + 28%( 70%) |
Mind | + 19%( 70%) |
Fire | + 23%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Confusion Resistance | 11% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 44 then cleanse 1 wound, poison, and disease effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 268 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 4%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 7. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. * You've found the needed orc heart. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 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. This item has been sent to the Item's Vault. |
Quiver | ![]() 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. |
Light source | ![]() 2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Blind- +21% Confus- +11% ---------- misc Light +6 See.Stealth +11 See.Invis +12 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. 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 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% cold Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 186 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +15% darkness +11% mind On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Resists +39% darkness +11% mind Blind- +32% ---------- misc Light +2 Infravis +4 See.Stealth +11 See.Invis +9 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.17 Max.mana +24.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
On hands | ![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +7 Mind.save +7 (+3 eff.) Max.HP +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +4 Str +4 Mag +6 Wil dps ---------- Dmg.mod +5% lightning +11% physical +5% cold ----- def ----- Resists +7% blight +5% cold +6% lightning +9% all Max.HP +53.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 183 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +7 Cun dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Defense +14 (+14 eff.) Resists +3% acid Mind.save +15 (+7 eff.) ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+7 eff.) Apr +10 ----- def ----- Defense +9 (+9 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+9 eff.) Apr +9 ----- def ----- Defense +10 (+10 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 125% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Ego++] Arcane 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: dps ---------- Spell.crit +8% Spell.pwr +19 (+6 eff.) Dmg.mod +15% blight ---------- misc Mana/turn +0.14 Vim/s.crit +2.00 Max.vim +16.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 17.0 - 25.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam When used to Attack: Melee+ +10 fire While equipped: Stats +2 Str dps ---------- Melee Ret 2 fire ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +12% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: Melee+ +14 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 72 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +11% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +2 Str +6 Dex +2 Wil +5 Cun +6 Lck ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
![]() 2.0 T2 cloth armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +3% lightning On Melee Ret: * 3% chance to slow global speed by 41% * 5 arcane resource burn ----- def ----- Resists +9% blight +9% all Max.HP +80.00 Silence- +20% Knockbk- +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +7% acid +7% physical +6% fire +6% cold ----- def ----- Resists +10% acid +11% physical +13% fire +11% cold +9% all Spell.save +15 (+7 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +18% light +7% physical Res.pen +10% light Melee Ret 6 light On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Resists +6% light ---------- misc Size +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Defense +2 (+2 eff.) Stealth +6 Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T1 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Acc +5 (+5 eff.) Apr +6 ----- def ----- Armour +5 Resists +6% blight Spell.save +10 (+5 eff.) Mind.save +7 (+3 eff.) Max.HP +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Nature/Master Power 45.5 - 63.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 Ranged+ +20 arcane +18 cold On Hit.r1 +8 nature On Crit.r2 +8 arcane +11 cold On Hit: * 20% chance to create vines that bind the target to the ground dealing 84 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 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 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 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 (+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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 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. |
![]() 0.0 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. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 327 cold damage Puts all charms on 15 cooldown 100% to heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 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. |
Achievements
By Rosa the Cornac Alchemist level 18
57th Haze 122nd year of Ascendancy at 11:45 see stats
By Rosa the Cornac Alchemist level 18
73rd Haze 122nd year of Ascendancy at 04:56 see stats
By Rosa the Cornac Alchemist level 15
47th Dusk 122nd year of Ascendancy at 00:39 see stats
By Rosa the Cornac Alchemist level 10
2nd Summertide 122nd year of Ascendancy at 04:25 see stats
By Rosa the Cornac Alchemist level 13
10th Flare 122nd year of Ascendancy at 18:00 see stats
By Rosa the Cornac Alchemist level 15
62nd Dusk 122nd year of Ascendancy at 09:50 see stats
By Rosa the Cornac Alchemist level 9
8th Mirth 122nd year of Ascendancy at 15:33 see stats
By Rosa the Cornac Alchemist level 11
8th Flare 122nd year of Ascendancy at 04:06 see stats
By Rosa the Cornac Alchemist level 15
61st Dusk 122nd year of Ascendancy at 20:55 see stats
By Rosa the Cornac Alchemist level 17
56th Haze 122nd year of Ascendancy at 05:36 see stats
Log
Netherworm mass hits Rosa for 19 temporal, 9 darkness, 15 darkness (42 total damage).
Rosa casts Channel Staff.
Rosa's Channel Staff hits Netherworm mass for 95 arcane damage.
Talent Throw Bomb is ready to use.
Silabrerin the giant netherworm loses 0 health to the entropy.
Netherworm mass hits Rosa for 20 temporal, 9 darkness, 15 darkness (43 total damage).
Silabrerin the giant netherworm uses Evasion.
Silabrerin the giant netherworm tries to evade attacks.
Silabrerin the giant netherworm casts Sun Ray.
Netherworm mass loses sight!
Rosa resists the blinding light!
Silabrerin the giant netherworm hits Rosa for 78 light damage.
Rosa casts Channel Staff.
Rosa's Channel Staff hits Netherworm mass for 101 arcane damage.
Silabrerin the giant netherworm loses 0 health to the entropy.
Netherworm mass misses Rosa.
Netherworm mass hits Rosa for 19 temporal, 9 darkness (27 total damage).
Rosa activates her focusing steel torque of mindblast!
Silabrerin the giant netherworm is silenced!
Rosa hits Silabrerin the giant netherworm for 170 mind damage.
Silabrerin the giant netherworm loses 0 health to the entropy.
Rosa casts Channel Staff.
Silabrerin the giant netherworm loses 0 health to the entropy.
Saving game...
Saving done.