Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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. 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:
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. 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Alchemist |
Level / Exp | 26 / 21% |
Size | medium |
Lifes / Deaths | Killed by Emana the slaver at level 24 on the 4th Regrowth 123rd year of Ascendancy at 10:40 5 / 1 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 32 (base 30) |
Magic | 70 (base 57) |
Willpower | 41 (base 27) |
Cunning | 30 (base 16) |
Resources
Life | 758/758 |
Mana | 300/300 |
Paradox | 300 |
Healing Factor | 1.4924420161895 |
Regeneration | 7.0890995769001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 57 |
Accuracy | 24 |
Crit Chance | 10% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +81% |
Cold | +10% |
Mind | +21% |
Blight | +15% |
Acid | +4% |
Fire | 0% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 11 |
Physical Save | 17 |
Spell Save | 38 |
Mental Save | 33 |
Defense: Resistances
Acid | + 27%( 70%) |
Physical | + 17%( 70%) |
Cold | + 28%( 70%) |
All | + 6%( 70%) |
Darkness | + 11%( 70%) |
Mind | + 38%( 70%) |
Lightning | + 48%( 70%) |
Fire | + 34%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Confusion Resistance | 26% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
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 228 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 130 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1302% for 10 turns (65 total) and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Explosive admixtures | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Stone alchemy | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Ice Core |
talent | Chant of Fortitude |
talent | Frost Infusion |
talent | Corruption of the Doomed |
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 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Precognition (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' * You've found the needed minotaur nose. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | [vs. pair of iron boots 'Silylewyn' (0 def, 9 armour) (On feet)] pair of iron boots 'Silylewyn' (0 def, 9 armour)pair of iron boots 'Silylewyn' (0 def, 9 armour) 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3(-) Wil offense ------ Physical Power +20 (+9 eff.) (-) Spellpower +4 (+1 eff.) (-) defense ------ Armor +9 (-) Fatigue +2% (-) Unlife -80.00 life (-) other ------- Hate-on-crit +1.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | [vs. 35 alchemist onyx (Quiver)] 35 alchemist onyx35 alchemist onyx 0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
Light source | [vs. Zebar (Light source)] ZebarZebar 1.0 Encumbrance T3 lite [Rare] Nature While equipped: defense ------ Resistance +2%(-) physical +12%(-) fire Spell save +18 (+9 eff.) (-) Unlife -20.00 life (-) Life +55.00 (-) Healmod +15% (-) other ------- Light +4 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. Sparkmaim (2 def, 0 armour) (On head)] Sparkmaim (2 def, 0 armour)Sparkmaim (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1(-) Cun +2(-) Wil offense ------ Damage +26%(-) lightning +3%(-) cold +12%(-) mind defense ------ Defense +2 (+1 eff.) (-) Resistance +21%(-) lightning other ------- Max hate +2.00 (-) A pointy cloth hat, very wizardly... |
Tool | [vs. powerful ash totem of summon tentacle [power 145] (25 cooldown) (Tool)] powerful ash totem of summon tentacle [power 145] (25 cooldown)powerful ash totem of summon tentacle [power 145] (25 cooldown) 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 368 Base Damage: 173 Armor: 5 All Resist: 5 Puts all charms on 25 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. Ivydakira the copper ring (On fingers, 1 of 2)] Ivydakira the copper ringIvydakira the copper ring 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2(-) Cun +2(-) Dex offense ------ On-Hit 0(-10) item expose 6(-) physical On-Ranged-Hit 0(-11) item expose 8(-) physical Accuracy +10 (+5 eff.) (-) On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 22 defense ------ Resistance +6%(-) lightning +3%(-) nature Life +60.00 (-) Healmod +5% (-) Blind Resist +10% (-) other ------- Hate-on-crit +2.00 (-) Max hate +5.00 (-) Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. Ivydakira the copper ring (On fingers, 1 of 2)] Zubomira the steel ringZubomira the steel ring 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +0(-2) Dex +5 Mag +7 Wil +0(-2) Cun offense ------ Physical Power +6 (+2 eff.) Spellpower +11 (+4 eff.) Mindpower +5 (+3 eff.) On-Hit 0(-6) physical 0(-10) item expose On-Ranged-Hit 0(-8) physical 0(-11) item expose Accuracy +0 (+0 eff.) (-10 (-5 eff.)) On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +0%(-6%) lightning +1% physical +0%(-3%) nature Mind save +4 (+2 eff.) Life +0.00 (-60.00) Healmod +0% (-5%) Blind Resist +0% (-10%) other ------- Stamina/turn +2.00 Hate-on-crit +0.00 (-2.00) Max hate +0.00 (-5.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. Torefang the Stormrigor (Around waist)] Torefang the StormrigorTorefang the Stormrigor 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +18%(-) lightning +9%(-) mind When Hit 6(-) mind defense ------ Resistance +15%(-) mind +6%(-) cold Life +35.00 (-) A belt that goes around your waist. |
In main hand | [vs. Blazecrypt the elven-wood magestaff (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)] Blazecrypt the elven-wood magestaff (25-30 power, 5 apr, lightning element)Blazecrypt the elven-wood magestaff (25-30 power, 5 apr, lightning element) 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 (-) Critical Rate +4.5% (-) Attack Speed 100% (-) While equipped: Stats +4(-) Mag +7(-) Cun +1(-) Con offense ------ Spell Crit +9% (-) Critical power +36.00% (-) Spellpower +12 (+4 eff.) (-) Damage +37%(-) lightning +15%(-) blight When Hit 4(-) blight defense ------ Defense +9 (+7 eff.) (-) other ------- Negative/turn +0.20 (-) Vim-on-crit +6.00 (-) Max vim +21.00 (-) Max negative +25.00 (-) Light +3 (-) Talents +1.00(-) Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 78.03 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
On hands | [vs. Galaith the iron gauntlets (0 def, 1 armour) (On hands)] Galaith the iron gauntlets (0 def, 1 armour)Galaith the iron gauntlets (0 def, 1 armour) 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2(-) Dex +1(-) Mag offense ------ Critical power +5.00% (-) On-Hit 6(-) acid Damage +4%(-) acid Ignore resists +25%(-) temporal defense ------ Armor +1 (-) Fatigue +1% (-) Resistance +5%(-) acid Unlife -60.00 life (-) Out-of-Phase Defense +10 (-) Out-of-Phase Resistance +10% (-) Out-of-Phase Resilience +10% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | [vs. troll-hide hardened leather armour (9 def, 6 armour) (Main armor, 1 of 2)] troll-hide hardened leather armour (9 def, 6 armour)troll-hide hardened leather armour (9 def, 6 armour) 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: defense ------ Armor +6 (-) Defense +9 (+7 eff.) (-) Fatigue +8% (-) Life +32.00 (-) Life Regen +4.50 (-) Healmod +12% (-) A suit of armour made of leather. Tap to cycle through comparison choices |
Cloak | [vs. Poravea the Duathelwinnow (1 def, 0 armour) (Cloak)] Poravea the Duathelwinnow (1 def, 0 armour)Poravea the Duathelwinnow (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5%(-) physical Accuracy +10 (+5 eff.) (-) Ignore Armor +5 (-) defense ------ Defense +1 (+1 eff.) (-) Resistance +6%(-) darkness Physical save +3 (+3 eff.) (-) Life +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. clarifying gold amulet of cunning (+4) (Around neck)] clarifying gold amulet of cunning (+4)clarifying gold amulet of cunning (+4) 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4(-) Cun defense ------ Resistance +19%(-) mind Confus Resist +26% (-) Amulets make your neck look great! |
Inventory
healing infusion (heal 56; cd 15) healing infusion (heal 56; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 58; cd 12) healing infusion (heal 58; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 58 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 47; cd 13) healing infusion (heal 47; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 47 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 122; cd 13) healing infusion of the psychic (heal 122; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 122 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -172; dur 7; cd 34) heroism infusion (die at -172; dur 7; cd 34)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -172 life. The duration and life will increase by 1% for every 1% life you have lost (currently 172 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 133; 16 cd) regeneration infusion (heal 133; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 133 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 3; cd 10) wild infusion (res 18%; mental; dur 3; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the sneak (damage 100; dur 4; cd 16) acid wave rune of the sneak (damage 100; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 99.84 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Biting Gale [biting gale rune of the wizard (damage 162; dur 4; cd 19)] (on body of golem (servant of OH NO AN ALCHEMIST))] biting gale rune of the wizard (damage 235; dur 4; cd 19)biting gale rune of the wizard (damage 235; dur 4; cd 19) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19(-) Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 147.00(-19.00) cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 9; resist 23%; move 33%; dur 5; cd 18) ethereal rune (power 9; resist 23%; move 33%; dur 5; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 33% faster, and you are invisible (power 9). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the wizard (absorb 104; cd 15)] (on body)] shatter afflictions rune of the wizard (absorb 90; cd 19)shatter afflictions rune of the wizard (absorb 90; cd 19) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19(+4) 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 90(-40) 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shielding [shielding rune of the titan (absorb 231; dur 4; cd 14)] (on body, 1 of 2)] shielding rune (absorb 165; dur 4; cd 17)shielding rune (absorb 165; dur 4; cd 17) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17(+3) Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 165(-63) damage for 4(-) turns. Its effects scale with your -Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Tap to cycle through comparison choices |
[vs. Rune: Shielding [shielding rune of the titan (absorb 231; dur 4; cd 14)] (on body, 1 of 2)] shielding rune (absorb 81; dur 4; cd 14)shielding rune (absorb 81; dur 4; cd 14) 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14(-) Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 81(-147) damage for 4(-) turns. Its effects scale with your -Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Tap to cycle through comparison choices |
[vs. Rune: Shielding [shielding rune of the titan (absorb 231; dur 4; cd 14)] (on body, 1 of 2)] shielding rune of the duelist (absorb 95; dur 3; cd 15)shielding rune of the duelist (absorb 95; dur 3; cd 15) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15(+1) Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 95(-133) damage for 3(-1) turns. Its effects scale with your -Constitution, +Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Tap to cycle through comparison choices |
[vs. Rune: Shielding [shielding rune of the titan (absorb 231; dur 4; cd 14)] (on body, 1 of 2)] shielding rune of the psychic (absorb 315; dur 4; cd 16)shielding rune of the psychic (absorb 315; dur 4; cd 16) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16(+2) Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 315(+87) damage for 4(-) turns. Its effects scale with your -Constitution, +Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Tap to cycle through comparison choices |
[vs. Ivydakira the copper ring (On fingers, 1 of 2)] titan's copper ring of frost (+22%)titan's copper ring of frost (+22%) 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +0(-2) Dex +0(-2) Cun +3 Con offense ------ On-Hit 0(-6) physical 0(-10) item expose On-Ranged-Hit 0(-8) physical 0(-11) item expose Damage +11% cold Accuracy +0 (+0 eff.) (-10 (-5 eff.)) defense ------ Resistance +0%(-6%) lightning +22% cold +0%(-3%) nature Physical save +6 (+4 eff.) Life +0.00 (-60.00) Healmod +0% (-5%) Blind Resist +0% (-10%) other ------- Hate-on-crit +0.00 (-2.00) Max hate +0.00 (-5.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Ivydakira the copper ring (On fingers, 1 of 2)] gladiator's steel ringgladiator's steel ring 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +0(-2) Dex +0(-2) Cun +5 Con offense ------ Physical Power +7 (+2 eff.) On-Hit 0(-6) physical 0(-10) item expose On-Ranged-Hit 0(-8) physical 0(-11) item expose Accuracy +0 (+0 eff.) (-10 (-5 eff.)) defense ------ Resistance +0%(-6%) lightning +0%(-3%) nature Life +0.00 (-60.00) Healmod +0% (-5%) Blind Resist +0% (-10%) other ------- Hate-on-crit +0.00 (-2.00) Max hate +0.00 (-5.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Blazecrypt the elven-wood magestaff (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)] Rhyrach the Floeparry (10-12 power, 2 apr, arcane element)Rhyrach the Floeparry (10-12 power, 2 apr, arcane element) 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Master Weapon Damage 10.0 - 12.0(-15.0 - -18.0) Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 (-3) Critical Rate +2.5% (-2.0%) Attack Speed 100% (-) While equipped: Stats +3 Str +0(-4) Mag +0(-7) Cun +0(-1) Con offense ------ Spell Crit +8% (-1%) Critical power +11.00% (-25.00%) Spellpower +3 (+1 eff.) (-9 (-3 eff.)) Damage +0%(-37%) lightning +0%(-15%) blight +15% cold +10% arcane +6% nature Ignore resists +15% cold Ignore Armor +3 When Hit 0(-4) blight defense ------ Defense +0 (+0 eff.) (-9 (-7 eff.)) other ------- Negative/turn +0.00 (-0.20) Vim-on-crit +0.00 (-6.00) Max vim +0.00 (-21.00) Max negative +0.00 (-25.00) Light +0 (-3) Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Blazecrypt the elven-wood magestaff (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)] steel battleaxe of rage (21-32 power, 2 apr)steel battleaxe of rage (21-32 power, 2 apr) 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 21.0 - 31.5(-4.0 - +1.5) Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 (-3) Critical Rate +5.0% (+0.5%) Attack Speed 100% (-) While equipped: Stats +7 Str +0(-4) Mag +0(-7) Cun +0(-1) Con offense ------ Spell Crit +0% (-9%) Critical power +0.00% (-36.00%) Spellpower +0 (+0 eff.) (-12 (-4 eff.)) Damage +0%(-37%) lightning +7% physical +0%(-15%) blight Accuracy +13 (+6 eff.) When Hit 0(-4) blight defense ------ Defense +0 (+0 eff.) (-9 (-7 eff.)) other ------- Negative/turn +0.00 (-0.20) Vim-on-crit +0.00 (-6.00) Max vim +0.00 (-21.00) Max negative +0.00 (-25.00) Light +0 (-3) Talents +0(+-1) Command Staff Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Blazecrypt the elven-wood magestaff (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)] steel greatmaul of massacre (40-61 power, 2 apr)steel greatmaul of massacre (40-61 power, 2 apr) 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 40.5 - 60.8(+15.5 - +30.8) Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 (-3) Critical Rate +1.0% (-3.5%) Attack Speed 100% (-) While equipped: Stats +0(-4) Mag +0(-7) Cun +0(-1) Con offense ------ Spell Crit +0% (-9%) Critical power +0.00% (-36.00%) Spellpower +0 (+0 eff.) (-12 (-4 eff.)) Damage +0%(-37%) lightning +0%(-15%) blight When Hit 0(-4) blight defense ------ Defense +0 (+0 eff.) (-9 (-7 eff.)) other ------- Negative/turn +0.00 (-0.20) Vim-on-crit +0.00 (-6.00) Max vim +0.00 (-21.00) Max negative +0.00 (-25.00) Light +0 (-3) Talents +0(+-1) Command Staff Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Blazecrypt the elven-wood magestaff (25-30 power, 5 apr, lightning element) (In main hand, 1 of 2)] elm longbow 'Unlightfurnace'elm longbow 'Unlightfurnace' 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +0 (-5) Critical Rate +0.0% (-4.5%) Attack Speed 100% (-) Range +6 While equipped: Stats +3 Str +4 Dex +0(-4) Mag +0(-7) Cun +0(-1) Con offense ------ Spell Crit +0% (-9%) Mind Crit +3% Critical power +0.00% (-36.00%) Physical Power +11 (+4 eff.) Spellpower +0 (+0 eff.) (-12 (-4 eff.)) Mindpower +15 (+8 eff.) Damage +0%(-37%) lightning +18% darkness +0%(-15%) blight When Hit 0(-4) blight defense ------ Defense +0 (+0 eff.) (-9 (-7 eff.)) other ------- Negative/turn +0.00 (-0.20) Vim-on-crit +0.00 (-6.00) Max vim +0.00 (-21.00) Max negative +0.00 (-25.00) Light +0 (-3) Infravision +2 Talents +0(+-1) Command Staff Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. troll-hide hardened leather armour (9 def, 6 armour) (Main armor, 1 of 2)] mindwoven woollen robe of frost (+18%) (0 def, 0 armour)mindwoven woollen robe of frost (+18%) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +12% cold defense ------ Armor +0 (-6) Defense +0 (+0 eff.) (-9 (-7 eff.)) Fatigue +0% (-8%) Resistance +9% all +18% cold Mind save +15 (+7 eff.) Life +0.00 (-32.00) Life Regen +0.00 (-4.50) Healmod +0% (-12%) A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
[vs. Torefang the Stormrigor (Around waist)] EmitaEmita 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +0%(-18%) lightning +0%(-9%) mind When Hit 0(-6) mind defense ------ Resistance +6% fire +0%(-15%) mind +9%(+3%) cold Unlife -40.00 life Life +80.00 (+45.00) Healmod +5% Blind Resist +20% A belt that goes around your waist. |
[vs. Torefang the Stormrigor (Around waist)] insulating rough leather belt of unlifeinsulating rough leather belt of unlife 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: offense ------ Damage +0%(-18%) lightning +0%(-9%) mind When Hit 0(-6) mind defense ------ Resistance +5% blight +6%(-) cold +0%(-15%) mind +6% fire Life +0.00 (-35.00) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Torefang the Stormrigor (Around waist)] noble's rough leather beltnoble's rough leather belt 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Damage +0%(-18%) lightning +0%(-9%) mind Against +16% Summoned When Hit 0(-6) mind defense ------ Resistance +0%(-15%) mind +0%(-6%) cold Resist Against +15% Summoned Life +0.00 (-35.00) A belt that goes around your waist. |
[vs. Torefang the Stormrigor (Around waist)] Jaw of RogrothJaw of Rogroth 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +0%(-18%) lightning +0%(-9%) mind When Hit 0(-6) mind defense ------ Resistance +0%(-15%) mind +0%(-6%) cold Life +0.00 (-35.00) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
[vs. Torefang the Stormrigor (Around waist)] noble's hardened leather belt of carryingnoble's hardened leather belt of carrying 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Cun +4 Wil offense ------ Damage +0%(-18%) lightning +0%(-9%) mind Against +20% Summoned When Hit 0(-6) mind defense ------ Fatigue -4% Resistance +0%(-15%) mind +0%(-6%) cold Resist Against +23% Summoned Life +0.00 (-35.00) other ------- Encumbrance +21 A belt that goes around your waist. |
[vs. Poravea the Duathelwinnow (1 def, 0 armour) (Cloak)] enveloping linen cloak of the Shaloren (6 def, 0 armour)enveloping linen cloak of the Shaloren (6 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil offense ------ Ignore resists +0%(-5%) physical Accuracy +0 (+0 eff.) (-10 (-5 eff.)) Ignore Armor +0 (-5) defense ------ Defense +6 (+3 eff.) (+5 (+2 eff.)) Resistance +0%(-6%) darkness Physical save +6 (+6 eff.) (+3 (+3 eff.)) Life +0.00 (-32.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Galaith the iron gauntlets (0 def, 1 armour) (On hands)] temporal hardened leather gloves of strength (+3) (0 def, 2 armour)temporal hardened leather gloves of strength (+3) (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str +0(-2) Dex +0(-1) Mag offense ------ Critical power +0.00% (-5.00%) Physical Power +11 (+4 eff.) On-Hit 0(-6) acid 5 temporal On-Ranged-Hit 8 temporal Damage +0%(-4%) acid +5% temporal Ignore resists +0%(-25%) temporal defense ------ Armor +2 (+1) Fatigue +0% (-1%) Resistance +0%(-5%) acid +5% temporal Unlife +0.00 life (+60.00 life) Out-of-Phase Defense +0 (-10) Out-of-Phase Resistance +0% (-10%) Out-of-Phase Resilience +0% (-10%) 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. |
[vs. Sparkmaim (2 def, 0 armour) (On head)] eldritch cashmere wizard hat (2 def, 0 armour)eldritch cashmere wizard hat (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +0(-1) Cun +0(-2) Wil offense ------ Spellpower +5 (+2 eff.) Damage +0%(-26%) lightning +0%(-3%) cold +0%(-12%) mind defense ------ Defense +2 (+1 eff.) (-) Resistance +0%(-21%) lightning other ------- Mana/turn +1.00 Mana when Hit +1.60 Max mana +53.00 Max hate +0.00 (-2.00) Manaflow: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
[vs. Sparkmaim (2 def, 0 armour) (On head)] Isumira (1 def, 0 armour)Isumira (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +0(-2) Wil +0(-1) Cun +4 Con offense ------ Damage +0%(-26%) lightning +0%(-3%) cold +0%(-12%) mind defense ------ Defense +1 (+0 eff.) (-1 (-1 eff.)) Resistance +0%(-21%) lightning +6% fire +6% mind +6% cold other ------- Max hate +0.00 (-2.00) Light +3 A pointy cloth hat, very wizardly... |
[vs. Sparkmaim (2 def, 0 armour) (On head)] thaloren rough leather cap of trickery (0 def, 1 armour)thaloren rough leather cap of trickery (0 def, 1 armour) 2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +3 Dex +3(+1) Wil +3(+2) Cun offense ------ Damage +0%(-26%) lightning +0%(-3%) cold +0%(-12%) mind Ignore Armor +5 defense ------ Armor +1 Defense +0 (+0 eff.) (-2 (-1 eff.)) Fatigue +1% Resistance +6% blight +0%(-21%) lightning Mind save +6 (+3 eff.) other ------- Max hate +0.00 (-2.00) A cap made of leather. |
[vs. Sparkmaim (2 def, 0 armour) (On head)] stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour)stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +0(-2) Wil +0(-1) Cun +4 Con offense ------ Damage +0%(-26%) lightning +0%(-3%) cold +0%(-12%) mind defense ------ Armor +3 Defense +0 (+0 eff.) (-2 (-1 eff.)) Fatigue +3% Resistance +0%(-21%) lightning Physical save +13 (+8 eff.) other ------- Max hate +0.00 (-2.00) A cap made of leather. |
20 agate 20 agate0.0 Encumbrance 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. |
30 spinel 30 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 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. |
35 ametrine 35 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +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. |
40 citrine 40 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +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. |
52 zircon 52 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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. |
20 aquamarine 20 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +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. |
22 opal 22 opal0.0 Encumbrance 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. |
14 topaz 14 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+3 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. |
16 amethyst 16 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +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. |
4 onyx 4 onyx0.0 Encumbrance 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. |
17 lapis lazuli 17 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+4 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+4 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 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. |
17 emerald 17 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +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. |
16 garnet 16 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +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. |
21 quartz 21 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
[vs. 35 alchemist onyx (Quiver)] 362 alchemist agate362 alchemist agate 0.0 Encumbrance 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. |
[vs. Zebar (Light source)] Planar BeaconPlanar Beacon 1.0 Encumbrance lite [Unique] Arcane While equipped: defense ------ Resistance +0%(-2%) physical +0%(-12%) fire Spell save +0 (+0 eff.) (-18 (-9 eff.)) Unlife +0.00 life (+20.00 life) Life +0.00 (-55.00) Healmod +0% (-15%) other ------- Light +3 (-1) Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 110.71 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 110.71 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. powerful ash totem of summon tentacle [power 145] (25 cooldown) (Tool)] iron pickaxe 'Xorariama' (dig speed 28 turns)iron pickaxe 'Xorariama' (dig speed 28 turns) 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) defense ------ Resistance +6% blight +9% cold Crit Resistance 15.00% Spell save +3 (+1 eff.) Unlife -20.00 life Life +20.00 Blind Resist +10% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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) Rod of Recall (1/1)2.0 Encumbrance 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. |
[vs. powerful ash totem of summon tentacle [power 145] (25 cooldown) (Tool)] supercharged iron torque of clear mind [power 1] (29 cooldown)supercharged iron torque of clear mind [power 1] (29 cooldown) 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 29 turn cooldown Torques are made by powerful psionics to store psionic powers. |
[vs. powerful ash totem of summon tentacle [power 145] (25 cooldown) (Tool)] extending dwarven-steel torque of gale force [power 210] (15 cooldown)extending dwarven-steel torque of gale force [power 210] (15 cooldown) 2.0 Encumbrance T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 210 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
[vs. powerful ash totem of summon tentacle [power 145] (25 cooldown) (Tool)] elm totem of summon tentacle 'Urtheroddalin' [power 100] (25 cooldown)elm totem of summon tentacle 'Urtheroddalin' [power 100] (25 cooldown) 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +10% mind defense ------ Resistance +3% fire Unlife -20.00 life Confus Resist +20% Knockbk Resist +20% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 234 Base Damage: 117 Armor: 1 All Resist: 0 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
[vs. powerful ash totem of summon tentacle [power 145] (25 cooldown) (Tool)] elm wand of shielding 'Arthydor' [power 122] (20 cooldown)elm wand of shielding 'Arthydor' [power 122] (20 cooldown) 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: defense ------ Physical save +6 (+4 eff.) Spell save +18 (+6 eff.) Healmod +10% Cut Resist +20% other ------- Max stamina +30.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. powerful ash totem of summon tentacle [power 145] (25 cooldown) (Tool)] The CogThe Cog 0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By OH NO AN ALCHEMIST the Doomelf Alchemist level 10
55th Dusk 122nd year of Ascendancy at 20:36 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 25
55th Regrowth 123rd year of Ascendancy at 20:14 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 23
7th Decay 122nd year of Ascendancy at 11:22 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 6
77th Pyre 122nd year of Ascendancy at 13:07 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 10
55th Dusk 122nd year of Ascendancy at 20:36 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 20
65th Haze 122nd year of Ascendancy at 17:55 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 23
78th Haze 122nd year of Ascendancy at 20:53 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 24
3rd Allure 123rd year of Ascendancy at 01:58 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 9
49th Dusk 122nd year of Ascendancy at 21:39 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 12
71st Dusk 122nd year of Ascendancy at 18:50 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 24
3rd Allure 123rd year of Ascendancy at 00:04 see stats
By OH NO AN ALCHEMIST the Doomelf Alchemist level 19
58th Haze 122nd year of Ascendancy at 07:00 see stats
Log
Talent Fire Storm is ready to use.
Rested for 18 turns (stop reason: hostile spotted to the east (gwelgoroth)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (gwelgoroth)).
OH NO AN ALCHEMIST casts Dissolving Acid.
OH NO AN ALCHEMIST's spell attains critical power!
OH NO AN ALCHEMIST hits Gwelgoroth for 423 acid damage.
OH NO AN ALCHEMIST killed Gwelgoroth!
Resting starts...
OH NO AN ALCHEMIST starts to surge mana.
OH NO AN ALCHEMIST stops surging mana.
Talent Dissolving Acid is ready to use.
Talent Rune: Manasurge is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
OH NO AN ALCHEMIST picks up (z.): noble's hardened leather belt of carrying.
OH NO AN ALCHEMIST picks up (0.): extending dwarven-steel torque of gale force [power 210] (15 cooldown).
OH NO AN ALCHEMIST picks up (C.): eldritch cashmere wizard hat (2 def, 0 armour).
OH NO AN ALCHEMIST picks up (Q.): emerald.
OH NO AN ALCHEMIST picks up (e.): heroism infusion (die at -172; dur 7; cd 34).
OH NO AN ALCHEMIST picks up (G.): stabilizing hardened leather cap of constitution (+4) (0 def, 3 armour).
There is a way to the next level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
Saving game...
Saving done.
Saving game...
Saving done.