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 | Cornac |
Class | Alchemist |
Level / Exp | 19 / 22% |
Size | medium |
Lifes / Deaths | Killed by Silethra the brown bear at level 12 on the 40th Dusk 122nd year of Ascendancy at 15:45 2 / 4Killed by Betadhetta the bandit lord at level 18 on the 39th Haze 122nd year of Ascendancy at 11:31 Killed by Mayusetha the blue ooze at level 19 on the 41st Haze 122nd year of Ascendancy at 07:53 Killed by OH NO AN ALCHEMIST at level 19 on the 41st Haze 122nd year of Ascendancy at 07:58 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 39 (base 35) |
Constitution | 15 (base 13) |
Magic | 66 (base 47) |
Willpower | 23 (base 11) |
Cunning | 21 (base 10) |
Resources
Life | 443/443 |
Mana | 291/291 |
Healing Factor | 1.2760311219417 |
Regeneration | 3.764291809728 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 1 |
Offense: Mainhand
Damage | 42 |
Accuracy | 29 |
Crit Chance | 7% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +3% |
Nature | +5% |
Darkness | +3% |
Arcane | +3% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 5.999999999999 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 31 |
Mental Save | 20 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 6%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 29%( 70%) |
All | 0%( 70%) |
Lightning | + 35%( 70%) |
Light | + 9%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 9%( 70%) |
Darkness | + 3%( 70%) |
Fire | + 20%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 60% |
Confusion Resistance | 42% |
Instadeath Resistance | 100% |
Poison Resistance | 70% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 251 life over 5 turns. Its effects scale with your Constitution 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 445% 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 Constitution stat. |
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 242 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within6 lumberjacks have died. | 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 | pair of iron boots 'Nerama' (0 def, 3 armour) pair of iron boots 'Nerama' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +15.00% defense ------ Armor +3 Fatigue +2% Life +20.00 Life Regen +2.00 Healmod +11% Confus Resist +20% other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 56 alchemist agate 56 alchemist agate0.0 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. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
On head | Ulondil (0 def, 3 armour) Ulondil (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore Armor +2 defense ------ Armor +3 Fatigue +1% Resistance +3% mind +3% temporal Physical save +10 (+5 eff.) Life +100.00 Pinning Resist +10% A cap made of leather. |
Tool | Lorydunadan the Glimmerqueen [power 182] (15 cooldown) Lorydunadan the Glimmerqueen [power 182] (15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% arcane Ignore resists +15% arcane defense ------ Resistance +9% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Earohad the steel ring Earohad the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +10 Mag offense ------ Accuracy +5 (+3 eff.) defense ------ Defense +4 (+1 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) Confus Resist +22% other ------- Light +1 Rings make your fingers look great! |
On fingers | conjurer's copper ring conjurer's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) Rings make your fingers look great! |
Around waist | Hanadir the Thunderbearer Hanadir the Thunderbearer1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +10% lightning defense ------ Resistance +6% blight +9% cold +5% arcane +3% darkness Life Regen +0.70 Healmod +12% A belt that goes around your waist. |
Main armor | Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +2 Str +4 Dex +2 Mag +2 Wil +5 Cun +2 Con defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.75 to 110.26 lightning damage (73.50 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
In main hand | Camyrand the Blackwilder (10-12 power, 2 apr, lightning element) Camyrand the Blackwilder (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% lightning +3% light +3% darkness other ------- Max positive +5.00 Max negative +5.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cloak | Lisilaith (1 def, 0 armour) Lisilaith (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Damage +9% mind When Hit 2 mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +3% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | Kigamnir the Windpain Kigamnir the Windpain2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Defense +5 (+2 eff.) Resistance +6% mind Spell save +3 (+1 eff.) Life +42.00 Knockbk Resist +20% other ------- Light +3 Infravision +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
movement infusion (speed 471%; cd 14) movement infusion (speed 471%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 471% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 131; 12 cd) regeneration infusion of the sneak (heal 131; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 131 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 487; 12 cd) regeneration infusion of the wizard (heal 487; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Prismatic Rune (6 turns; acid, physical, darkness, fire, nature, lightning) Prismatic Rune (6 turns; acid, physical, darkness, fire, nature, lightning)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 physical, 5 darkness, 3 fire, 4 nature, 5 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 690% over 10 turns; mana 34; cd 17) manasurge rune of the titan (regen 690% over 10 turns; mana 34; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 690% for 10 turns (34 total) and instantly restoring 34 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
shielding rune of the duelist (absorb 233; dur 3; cd 14) shielding rune of the duelist (absorb 233; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] 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 233 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Lisebrelle the Gloombreeze Lisebrelle the Gloombreeze0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +10% blight +6% darkness defense ------ Resistance +10% blight +6% light Life +20.00 Life Regen +2.00 Rings make your fingers look great! |
copper ring 'Polithra' copper ring 'Polithra'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +3 Mag offense ------ Spell Crit +2% Critical power +10.00% On-Hit 7 physical On-Ranged-Hit 8 physical Damage +12% acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 16 other ------- Mana-on-crit +2.00 Hate-on-crit +1.00 Max hate +6.00 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! |
marksman's copper ring of darkness (+24%) marksman's copper ring of darkness (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +12% darkness Accuracy +6 (+3 eff.) defense ------ Resistance +24% darkness Rings make your fingers look great! |
steel ring 'Beridir' steel ring 'Beridir'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Dex +5 Cun offense ------ Damage +12% nature Accuracy +6 (+3 eff.) When Hit 2 arcane defense ------ Armor +4 Resistance +6% temporal +24% nature +5% arcane Rings make your fingers look great! |
cruel ash vilestaff of warding (15-18 power, 3 apr, acid element) cruel ash vilestaff of warding (15-18 power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +15% acid defense ------ Armor +4 Defense +5 (+2 eff.) other ------- Wards +2 acid Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff of might (15-18 power, 3 apr, darkness element) shimmering ash starstaff of might (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+2 eff.) Damage +15% darkness other ------- Mana/turn +0.13 Max mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Makhad the Dourwinter (20-24 power, 4 apr, acid element) Makhad the Dourwinter (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Dex +4 Con offense ------ Spell Crit +3% Spellpower +14 (+4 eff.) Damage +20% acid +6% physical Ignore Armor +3 defense ------ Resistance +12% darkness Life Regen +1.00 Healmod +18% other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew vilestaff of power (20-24 power, 4 apr, blight element) shimmering yew vilestaff of power (20-24 power, 4 apr, blight element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+5 eff.) Damage +20% blight other ------- Mana/turn +0.10 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of illumination (20-24 power, 4 apr, lightning element) yew magestaff of illumination (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% lightning defense ------ Defense +5 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 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 7 that illuminates the area and deals 98.41 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. |
hateful steel greatsword (24-38 power, 2 apr) hateful steel greatsword (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Psionic Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 darkness Damage Against +10% Living Massive two-handed swords. |
dwarven-steel greatsword of persecution (36-58 power, 2 apr) dwarven-steel greatsword of persecution (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +19% Unnatural While equipped: Stats +3 Wil Massive two-handed swords. |
thought-forged dwarven-steel greatsword (40-63 power, 2 apr) thought-forged dwarven-steel greatsword (40-63 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Psionic Weapon Damage 39.5 - 63.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 mind On Hit: * 26% chance to reduce all saves and defense by 16 While equipped: Stats +2 Cun +3 Wil Massive two-handed swords. |
truestriking dwarven-steel greatsword (36-58 power, 2 apr) truestriking dwarven-steel greatsword (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +10 (+5 eff.) Ignore Armor +7 Massive two-handed swords. |
flaming steel waraxe (12-17 power, 3 apr) flaming steel waraxe (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +7 fire One-handed war axes. |
steel waraxe of dampening (14-20 power, 3 apr) steel waraxe of dampening (14-20 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Disrupt Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Resistance +9% acid +8% lightning +8% cold +9% fire +4% all Spell save +5 (+2 eff.) One-handed war axes. |
dwarven-steel waraxe 'Undeathravager' (18-24 power, 4 apr) dwarven-steel waraxe 'Undeathravager' (18-24 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Disrupt/Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +20 nature While equipped: offense ------ Damage +3% nature Ignore resists +7% physical +10% nature +8% all Accuracy +20 (+10 eff.) Ignore Armor +15 When Hit 4 nature defense ------ Resistance +9% acid +9% lightning +12% cold +10% fire +4% all Spell save +7 (+3 eff.) One-handed war axes. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
steel dagger of massacre (17-22 power, 6 apr) steel dagger of massacre (17-22 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
balanced dwarven-steel dagger (18-23 power, 7 apr) balanced dwarven-steel dagger (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+4 eff.) defense ------ Defense +10 (+3 eff.) Disarm Resist +23% Sharp, short and deadly. |
thought-forged stralite dagger of massacre (34-44 power, 9 apr) thought-forged stralite dagger of massacre (34-44 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 33.5 - 43.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +10 mind On Hit: * 16% chance to reduce all saves and defense by 16 While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
exposing steel steamsaw of arcane resistance (+11%) (14-20 power, 0 apr) exposing steel steamsaw of arcane resistance (+11%) (14-20 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego] Disrupt/Psionic/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 6% chance to reduce all saves and defense by 16 When Hit: * 12% chance to reduce all saves and defense by 16 defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% Resistance +11% arcane other ------- 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! |
steel steamsaw of projection (14-21 power, 0 apr) steel steamsaw of projection (14-21 power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Psionic/Steamtech Weapon Damage 14.0 - 21.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- 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! |
Eclipseworm the cured leather sling Eclipseworm the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +8 nature While equipped: Stats +3 Cun offense ------ Damage +6% acid +15% darkness Ignore resists +10% acid +6% physical defense ------ Resistance +12% acid Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows (21/21, 18-26 power, 7 apr) quiver of ash arrows (21/21, 18-26 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Normal] Weapon Damage 18.5 - 25.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 Arrows are used with bows to pierce your foes to death. |
Duridragorn the pouch of steel shots (30/30, 30-37 power, 2 apr) Duridragorn the pouch of steel shots (30/30, 30-37 power, 2 apr)3.0 Encumbrance T2 shot ammo [Random Unique] Nature/Master Weapon Damage 30.5 - 36.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 30 Projectile Speed +200% On Hit: * 20% chance to slow global speed by 41% * 20% chance to create vines that bind the target to the ground dealing 84 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
mindwoven woollen robe of lightning (+15%) (0 def, 0 armour) mindwoven woollen robe of lightning (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% lightning defense ------ Resistance +15% lightning +9% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour of clarity (6 def, 4 armour) cured leather armour of clarity (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Psionic While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% mind Mind save +13 (+7 eff.) A suit of armour made of leather. |
rejuvenating steel mail armour (2 def, 6 armour) rejuvenating steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.90 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour) steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% cold A suit of armour made of mail. |
enlightening dwarven-steel mail armour of stability (3 def, 8 armour) enlightening dwarven-steel mail armour of stability (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +12 (+6 eff.) Mind save +11 (+6 eff.) A suit of armour made of mail. |
Erelynarithel the dwarven-steel plate armour (0 def, 11 armour) Erelynarithel the dwarven-steel plate armour (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Disrupt While equipped: Stats +1 Dex +4 Mag +2 Cun offense ------ Accuracy +5 (+3 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Armor +11 Fatigue +22% Resistance +13% nature +12% blight other ------- Light +3 A suit of armour made of metal plates. |
Manofang the rough leather belt Manofang the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Cun +1 Wil offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) defense ------ Resistance +6% light +6% darkness A belt that goes around your waist. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Stamina/turn +0.30 Max stamina +14.00 A pair of boots made of leather. |
Offalblow the pair of iron boots (3 def, 3 armour) Offalblow the pair of iron boots (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Str offense ------ Damage +6% nature defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Resistance +3% cold Crit Resistance 15.00% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of dexterity (+3) (0 def, 2 armour) restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +14 (+7 eff.) defense ------ Armor +2 Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +10.00 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. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 27.29 to 81.87 lightning damage (54.58 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Brenintir the Plagueterror (0 def, 3 armour) Brenintir the Plagueterror (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Cun +1 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Armor +3 Fatigue +5% Resistance +3% nature Physical save +11 (+6 eff.) other ------- See Invisibility +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cyridama (0 def, 3 armour) Cyridama (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +1% Damage +12% mind defense ------ Armor +3 Fatigue +5% Resistance +3% darkness +7% cold Life Regen +4.00 Stun Resist +20% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
15 agate 15 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. |
12 spinel 12 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
23 ametrine 23 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. |
19 citrine 19 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. |
23 zircon 23 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. |
8 aquamarine 8 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. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
6 amethyst 6 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. |
234 alchemist spinel 234 alchemist spinel0.0 Encumbrance T1 green alchemist-gem [Normal] When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
93 alchemist citrine 93 alchemist citrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
alchemist zircon alchemist zircon0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
231 alchemist opal 231 alchemist opal0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Hanybers' brass lantern 'Hanybers'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Str +5 Dex defense ------ Crit Resistance 15.00% Physical save +6 (+3 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +5 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp bright alchemist's lamp1.0 Encumbrance T3 lite [Ego] Master While equipped: other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature/Master While equipped: defense ------ Life +51.00 other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Yareganeg the iron pickaxe (dig speed 29 turns) Yareganeg the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Spellpower +5 (+1 eff.) Ignore resists +10% acid defense ------ Resistance +6% acid other ------- Max vim +20.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 131.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
The Cog The Cog0.0 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 Cornac Alchemist level 10
8th Dusk 122nd year of Ascendancy at 06:54 see stats
By OH NO AN ALCHEMIST the Cornac Alchemist level 10
8th Dusk 122nd year of Ascendancy at 06:54 see stats
By OH NO AN ALCHEMIST the Cornac Alchemist level 18
39th Haze 122nd year of Ascendancy at 14:00 see stats
By OH NO AN ALCHEMIST the Cornac Alchemist level 13
50th Dusk 122nd year of Ascendancy at 00:49 see stats
By OH NO AN ALCHEMIST the Cornac Alchemist level 9
6th Mirth 122nd year of Ascendancy at 07:21 see stats
By OH NO AN ALCHEMIST the Cornac Alchemist level 5
79th Pyre 122nd year of Ascendancy at 22:48 see stats
By OH NO AN ALCHEMIST the Cornac Alchemist level 18
30th Haze 122nd year of Ascendancy at 12:14 see stats
By OH NO AN ALCHEMIST the Cornac Alchemist level 19
41st Haze 122nd year of Ascendancy at 07:58 see stats
Log
Mayusetha the blue ooze hits OH NO AN ALCHEMIST for (242 absorbed), (21 to ice), 32 cold (32 total damage).
Melee retaliation hits Iceblock for 2 mind damage.
Mayusetha the blue ooze killed Golem (servant of OH NO AN ALCHEMIST)!
OH NO AN ALCHEMIST hits Iceblock for 36 physical damage.
Melee retaliation hits Iceblock for 4 mind damage.
Mayusetha the blue ooze receives 27 healing from Unnatural Body.
Mayusetha the blue ooze hits OH NO AN ALCHEMIST for (78 to ice), 116 physical (116 total damage).
Melee retaliation hits Iceblock for 2 mind damage.
OH NO AN ALCHEMIST is free from the ice.
OH NO AN ALCHEMIST uses Infusion: Movement.
OH NO AN ALCHEMIST is moving at extreme speed!
Mayusetha the blue ooze is no longer rampaging.
Mayusetha the blue ooze receives 22 healing from Unnatural Body.
Mayusetha the blue ooze rushes out!
Mayusetha the blue ooze performs a melee critical strike against OH NO AN ALCHEMIST!
Mayusetha the blue ooze hits OH NO AN ALCHEMIST for 254 physical damage.
Melee retaliation hits Mayusetha the blue ooze for 1 mind damage.
OH NO AN ALCHEMIST the level 19 cornac alchemist was mauled to death by Mayusetha the blue ooze on level 1 of Sandworm lair.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Mayusetha the blue ooze killed OH NO AN ALCHEMIST!
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!