











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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 | Nightmare Adventure |
Sex | Male |
Race | Shalore |
Class | Alchemist |
Level / Exp | 21 / 46% |
Size | medium |
Lifes / Deaths | Killed by sandworm at level 14 on the 69th Dusk 122nd year of Ascendancy at 22:31 0 / 5Killed by Islyldareda the snow cat at level 20 on the 52nd Haze 122nd year of Ascendancy at 01:02 Killed by cutpurse at level 20 on the 58th Haze 122nd year of Ascendancy at 11:26 Killed by Urkis, the High Tempest at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 04:15 Killed by Urkis, the High Tempest at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 08:56 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 42 (base 39) |
Magic | 63 (base 50) |
Willpower | 26 (base 11) |
Cunning | 20 (base 12) |
Resources
Life | 482/482 |
Mana | 320/320 |
Healing Factor | 1.433988003127 |
Regeneration | 4.6604610101627 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 24.388114253578 |
Offense: Mainhand
Damage | 47 |
Accuracy | 8 |
Crit Chance | 11% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Physical | +8% |
Mind | +12% |
Arcane | +3% |
Fire | +5% |
Nature | +8% |
Offense: Damage Penetration
Temporal | +5% |
Lightning | +15% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 14 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 1 |
Physical Save | 29 |
Spell Save | 27 |
Mental Save | 24 |
Defense: Resistances
Acid | + 47%( 73%) |
Cold | + 44%( 73%) |
All | + 8%( 73%) |
Lightning | + 32%( 73%) |
Light | + 11%( 73%) |
Temporal | + 16%( 73%) |
Mind | + 11%( 73%) |
Fire | + 41%( 73%) |
Nature | + 23%( 73%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 10% |
Bleed Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 415 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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 vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed ice ant stinger. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 34% ----- def ----- Armour +1 Resists +6% acid ---------- misc Stam/turn +0.30 Max.stam +12.00 A pair of boots made of leather. |
Quiver | ![]() 0.0 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. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% fire ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +8% cold Disarm- +10% A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ---------- misc Max.hate +8.00 Blast the opponent's mind dealing 258 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% arcane Res.pen +10% lightning +5% temporal Melee Ret 6 arcane ----- def ----- Resists +6% lightning Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Spell.pwr +20 (+7 eff.) ----- def ----- Fatigue -5% Resists +3% mind Mind.save +6 (+3 eff.) Poison- +10% Cut- +10% Disarm- +10% ---------- misc Max.enc +20 A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Mind.pwr +5 (+3 eff.) Dmg.mod +19% lightning Res.pen +5% lightning ----- def ----- Defense +5 (+4 eff.) ---------- misc Hate/m.crit +3.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 99.63 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. |
On hands | ![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 22/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41.80 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Main armor | ![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +2 Cun +1 Mag dps ---------- Mind.crit +5% Crit.mult +5.00% ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +16% acid ---------- misc Max.psi +10.00 See.Invis +3 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 21 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% temporal +11% cold +6% nature +3% light Spell.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Defense +5 (+4 eff.) Res.Cap +3% all Phys.save +12 (+6 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 852% for 10 turns (43 total) and instantly restoring 43 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. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 55 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 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 |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +5.00% Melee Ret 2 fire ----- def ----- Resists +10% lightning Mind.save +9 (+4 eff.) Stun/Frz- +22% ---------- misc Equi/ret +0.04 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+4 eff.) Rings make your fingers look great! |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +2 Wil dps ---------- Phys.crit +5.0% Res.pen +10% nature Acc +12 (+11 eff.) Melee Ret 6 nature ----- def ----- Resists +2% physical Mind.save +12 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% lightning +6% cold +5% physical ----- def ----- Defense +10 (+6 eff.) Pinning- +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire +5% cold Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 2.0 T3 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +10% darkness +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +13 (+6 eff.) Mind.save +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +13% acid ----- def ----- Resists +19% acid +11% all Poison- +26% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +9 Lck +1 Str dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Crit.mult +5.00% Spell.pwr +15 (+5 eff.) Dmg.mod +12% light Res.pen +15% light ----- def ----- Armour +3 Defense +5 (+4 eff.) Fatigue +3% A cap made of leather. |
![]() 9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+4 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T1 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +6% mind Mind.save +11 (+5 eff.) HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
![]() 3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 235 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 179 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +15% darkness Res.pen +10% lightning Melee Ret 6 acid ----- def ----- Resists +6% darkness Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to heal for 37. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 261 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 57. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +4 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +2 Resists +3% darkness Fire a magical bolt dealing 119 lightning damage Puts all charms on 15 cooldown 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Mag +6 Wil +5 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +6% fire Melee Ret 4 physical ----- def ----- Defense +10 (+6 eff.) Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Midas the Shalore Alchemist level 18
22nd Haze 122nd year of Ascendancy at 13:34 see stats
By Midas the Shalore Alchemist level 14
69th Dusk 122nd year of Ascendancy at 19:47 see stats
By Midas the Shalore Alchemist level 20
39th Haze 122nd year of Ascendancy at 11:22 see stats
By Midas the Shalore Alchemist level 10
1st Flare 122nd year of Ascendancy at 05:16 see stats
By Midas the Shalore Alchemist level 20
25th Haze 122nd year of Ascendancy at 11:17 see stats
By Midas the Shalore Alchemist level 19
23rd Haze 122nd year of Ascendancy at 17:54 see stats
By Midas the Shalore Alchemist level 14
69th Dusk 122nd year of Ascendancy at 19:47 see stats
By Midas the Shalore Alchemist level 20
40th Haze 122nd year of Ascendancy at 05:37 see stats
By Midas the Shalore Alchemist level 20
1st Decay 122nd year of Ascendancy at 17:52 see stats
By Midas the Shalore Alchemist level 20
39th Haze 122nd year of Ascendancy at 09:07 see stats
Log
Your shield crumbles under the damage!
The shield around Midas crumbles.
Midas is recovering from the damage!
Midas slows down.
Midas reflects damage back to Urkis, the High Tempest!
Hurricane from Urkis, the High Tempest hits Midas for (10 absorbed), 75 lightning (75 total damage).
Midas hits Urkis, the High Tempest for 10 reflected damage.
Midas's Channel Staff hits Urkis, the High Tempest for 10 lightning damage.
Urkis, the High Tempest briefly catches sight of you!
Urkis, the High Tempest casts Arcane Reconstruction.
Urkis, the High Tempest receives 233 healing.
Thunderstorm hits Midas for 29 lightning damage.
Midas is dazed!
Midas casts Channel Staff.
Midas is not dazed anymore.
Midas is no longer invisible.
Hurricane from Urkis, the High Tempest hits Midas for 68 lightning damage.
Midas's Channel Staff hits Urkis, the High Tempest for 11 lightning damage.
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Midas for 291 lightning damage.
Midas the level 21 shalore alchemist was shocked to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Urkis, the High Tempest killed Midas!
Saving game...
Saving done.
Saving game...
Saving done.