Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Roguelike |
Sex | Male |
Race | Skeleton |
Class | Alchemist |
Level / Exp | 25 / 88% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 25 on the 22nd Haze 122nd year of Ascendancy at 20:14 / 1 |
Primary Stats
Strength | 64 (base 30) |
Dexterity | 29 (base 10) |
Constitution | 53 (base 27) |
Magic | 84 (base 53) |
Willpower | 29 (base 11) |
Cunning | 36 (base 16) |
Resources
Life | -8/902 |
Mana | 95/439 |
Positive | 100/122 |
Healing Factor | 1.73457841929 |
Regeneration | 17.779428797722 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 17 |
See Invisible | 19 |
Offense: Mainhand
Damage | 37 |
Accuracy | 21 |
Crit Chance | 28% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 56 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +14% |
Light | +15% |
Cold | +29% |
Darkness | +8% |
Arcane | +21% |
Mind | +14% |
All | +5% |
Offense: Damage Penetration
Physical | +5% |
Lightning | +15% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 57.723073231957 (96.438666929426%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 32 |
Physical Save | 57 |
Spell Save | 33 |
Mental Save | 34 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 8%( 70%) |
Cold | + 29%( 70%) |
All | + 5%( 70%) |
Physical | + 25%( 70%) |
Lightning | + 39%( 70%) |
Light | + 36%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 8%( 70%) |
Darkness | + 32%( 70%) |
Fire | + 54%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 31% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 20% |
Poison Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 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 520 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 113 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.47 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)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 Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Innovation (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. 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 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.' * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed minotaur nose. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | pair of iron boots 'Barkglamour' (0 def, 4 armour) pair of iron boots 'Barkglamour' (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +2% Resists +3% temporal +9% fire +3% mind +9% nature Phys.save +13 (+4 eff.) Mind.save +12 (+6 eff.) Poison- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 641 alchemist agate 641 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Coalkin Coalkin2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +10 (+5 eff.) Resists +9% light +12% fire Phys.save +7 (+2 eff.) Heal.mod +34% Stun/Frz- +20% ---------- 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 | Emuralaith the cashmere wizard hat (22 def, 0 armour) Emuralaith the cashmere wizard hat (22 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +5 (+2 eff.) Dmg.mod +10% light ----- def ----- Defense +22 (+9 eff.) Resists +5% lightning +4% temporal +20% light +5% fire +4% nature +5% acid +1% physical +11% blight +3% cold +5% darkness ---------- misc Mana/turn +1.30 Mana/ret +2.10 Max.mana +51.00 Manaflow: Puts all charms on 40 cooldown Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | voratun gauntlets 'Elylaith' (0 def, 13 armour) voratun gauntlets 'Elylaith' (0 def, 13 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +11 Mag +8 Wil +5 Con dps ---------- Phys.crit +1.0% Spell.pwr +7 (+3 eff.) Melee+ 10 arcane Dmg.mod +7% arcane +9% mind Res.pen +5% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +13 Fatigue +5% Resists +3% arcane Phys.save +33 (+9 eff.) Spell.save +7 (+3 eff.) Mind.save +15 (+7 eff.) Max.HP +60.00 Disarm- +31% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Glorama the Radiancerupture [power 182] (20/20 cooldown) Glorama the Radiancerupture [power 182] (20/20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +9% acid +3% light Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold onyx ring gold onyx ring0.1 T3 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Str +3 Dex +8 Mag +3 Wil +7 Cun +5 Con dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +15% cold ----- def ----- Armour +2 Resists +20% acid +16% fire +10% lightning +16% cold Phys.save +9 (+3 eff.) Blind- +34% ---------- misc Infravis +4 See.Stealth +17 See.Invis +13 Rings make your fingers look great! |
On fingers | painweaver's copper ring of life painweaver's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +5% all ----- def ----- Max.HP +44.00 HP.reg +7.00 Heal.mod +10% Rings make your fingers look great! |
Around neck | Arutta Arutta0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +4 Wil +5 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.40 Mana/turn +0.17 Psi/ret +0.04 Max.mana +25.00 Max.psi +30.00 Infravis +1 Masteries +0.17 Spell/Explosive admixtures Amulets make your neck look great! |
In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | Dimvile the hardened leather belt Dimvile the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +7.0% Mind.crit +9% On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +6% temporal +6% cold +9% darkness +9% nature A belt that goes around your waist. |
In off hand | Galereeve the steel shield (0 def, 5 armour, 42 block) Galereeve the steel shield (0 def, 5 armour, 42 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% lightning +9% arcane On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +8% Resists +15% acid +11% physical +12% temporal Shield.near.proj +28 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Emelaldaba the Tundratouch (3 def, 0 armour) Emelaldaba the Tundratouch (3 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Str +4 Mag +4 Con dps ---------- Melee Ret 4 cold ----- def ----- Defense +3 (+1 eff.) Phys.save +9 (+3 eff.) Max.HP +82.00 ---------- misc Infravis +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Tundrawaker (0 def, 16 armour) Tundrawaker (0 def, 16 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +15 Str +6 Con dps ---------- Dmg.mod +9% cold Res.pen +15% lightning +15% cold Melee Ret 2 lightning 8 cold ----- def ----- Armour +16 Fatigue +22% Resists +21% lightning +9% physical +14% darkness +2% all Max.HP +74.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
Floezephyr Floezephyr0.1 T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Cun +5 Mag dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +16% lightning +18% cold Res.pen +20% cold Melee Ret 2 cold ----- def ----- Resists +28% acid +27% fire +18% cold +5% arcane +48% lightning Rings make your fingers look great! |
gold onyx ring gold onyx ring0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +3 Dex +3 Mag +3 Wil +10 Cun +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% mind +9% temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +14 (+6 eff.) Resists +3% darkness Phys.save +11 (+3 eff.) Spell.save +11 (+5 eff.) Mind.save +9 (+5 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tuleyakor the hardened leather cap (0 def, 3 armour) Tuleyakor the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Cun dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +12% lightning Phys.save +17 (+5 eff.) ---------- misc Equi/ret +0.12 Max.hate +4.00 A cap made of leather. |
6 agate 6 agate0.0 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. |
169 alchemist agate 169 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 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. |
10 aquamarine 10 aquamarine0.0 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. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 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. |
7 opal 7 opal0.0 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. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 emerald 4 emerald0.0 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. |
2 spinel 2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
Tadunador the Frigidlash Tadunador the Frigidlash2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% cold ----- def ----- Resists +6% acid +6% cold +5% arcane +3% nature ---------- misc Max.hate +4.00 Light +6 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
12 amethyst 12 amethyst0.0 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. |
3 quartz 3 quartz0.0 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. |
4 ametrine 4 ametrine0.0 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. |
4 citrine 4 citrine0.0 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. |
3 zircon 3 zircon0.0 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 Mef the Skeleton Alchemist level 9
3rd Dusk 122nd year of Ascendancy at 01:59 see stats
By Mef the Skeleton Alchemist level 22
9th Haze 122nd year of Ascendancy at 13:14 see stats
By Mef the Skeleton Alchemist level 10
16th Dusk 122nd year of Ascendancy at 04:29 see stats
By Mef the Skeleton Alchemist level 20
55th Dusk 122nd year of Ascendancy at 00:50 see stats
By Mef the Skeleton Alchemist level 9
8th Dusk 122nd year of Ascendancy at 05:58 see stats
By Mef the Skeleton Alchemist level 12
23rd Dusk 122nd year of Ascendancy at 01:38 see stats
By Mef the Skeleton Alchemist level 17
39th Dusk 122nd year of Ascendancy at 02:39 see stats
Log
Talent Block is ready to use.
Weirdling Beast casts Rune: Shielding.
A shield forms around Weirdling Beast.
Mef's firestorm hits Weirdling Beast for (180 absorbed), 0 fire (0 total damage).
Weirdling Beast uses Infusion: Healing.
Weirdling Beast receives 466 healing from Infusion: Healing.
Acid Splash from Weirdling Beast hits Golem (servant of Mef) for (31 absorbed), 0 acid (0 total damage).
Weirdling Beast uses Infusion: Wild.
Weirdling Beast lessens the pain.
Weirdling Beast casts Mind Blast.
Golem (servant of Mef) wanders around!
The shield around golem (servant of Mef) crumbles.
Golem (servant of Mef) is confused and fails to use Eye Beam.
Weirdling Beast hits Golem (servant of Mef) for (7 absorbed), 45 darkness (45 total damage).
Acid Splash from Weirdling Beast hits Golem (servant of Mef) for 31 acid damage.
Golem (servant of Mef) is blood locked.
Mef is blood locked.
Mef shrugs off the effect 'Stunned'!
Something hits Mef for 224 darkness damage.
Something hits Golem (servant of Mef) for 287 darkness damage.
Something killed Golem (servant of Mef)!
Weirdling Beast receives 20 healing from Unnatural Body.
Weirdling Beast uses Mind Sear.
Weirdling Beast's mind surges with critical power!
Weirdling Beast hits Mef for 235 mind damage.
Mef the level 25 skeleton alchemist was psyched to death by Weirdling Beast and slowly consumed on level 1 of Yiilkgur, the Sher'Tul Fortress.