Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
| Addons | Items Vault 1.0.1Donators/Buyers bonus! Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Alchemist |
| Level / Exp | 13 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 13 on the 40th Dusk 122nd year of Ascendancy at 22:45 3 / 2Killed by Miranda at level 13 on the 40th Dusk 122nd year of Ascendancy at 22:52 |
Primary Stats
| Strength | 23 (base 14) |
| Dexterity | 14 (base 10) |
| Constitution | 29 (base 24) |
| Magic | 37 (base 39) |
| Willpower | 13 (base 11) |
| Cunning | 11 (base 10) |
Resources
| Life | 394/394 |
| Mana | 199/199 |
| Healing Factor | 1 |
| Regeneration | 38.61 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 8 |
| Crit Chance | 4% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36.5 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15.5 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Blight | +18% |
| Physical | -3% |
| Cold | +4% |
| All | 0% |
| Darkness | +15% |
| Light | -3% |
| Temporal | -3% |
| Fire | +18% |
Offense: Damage Penetration
| Blight | +7% |
| Physical | +6% |
| Fire | +5% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 4.4 |
| Ranged Defense | 7.4 |
| Fatigue | 7 |
| Physical Save | 22.1 |
| Spell Save | 17.5 |
| Mental Save | 27.7 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 18%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 39%( 70%) |
| Temporal | + 15%( 70%) |
| Arcane | -3%( 70%) |
| Fire | + 23%( 70%) |
| Nature | -2%( 70%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 20% for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 34 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Infusion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| 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 |
| beneficial effect | A flow of life spins around the target, regenerating 38.36 life per turn. Regeneration |
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. | active |
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 Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+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. | 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed length of troll intestine. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * '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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | scholar's pair of iron boots of uncanny dodging (2 def, 3 armour) scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: +2% Spellpower: +4 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 184 alchemist opal 184 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
| Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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 | Huriregolen the iron helm (0 def, 3 armour) Huriregolen the iron helm (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm wand of conjuration [power 91] (1/6 cooldown) elm wand of conjuration [power 91] (1/6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element (dam 46-91), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of clarity warrior's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +6 Confusion immunity: +21% Rings can have magical properties. |
| On fingers | Jetbore JetboreCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 Changes stats: +5 Str / +4 Con Damage when the wearer is hit: 4 darkness Changes resistances penetration: +10% darkness Rings can have magical properties. |
| Around waist | grounding rough leather belt grounding rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal A belt that goes around your waist. |
| In main hand | Eclipse (18-21.6 power, 4 apr, fire damage) Eclipse (18-21.6 power, 4 apr, fire damage)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: -3% physical / +18% fire / +18% acid / +18% blight / -3% light / +15% darkness / -3% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | rough leather gloves 'Eilinuvena' (0 def, 1 armour) rough leather gloves 'Eilinuvena' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Cun / +1 Wil Damage when the wearer hits(melee): 5 cold Damage when the wearer is hit: 4 blight Changes resistances: +6% cold Changes damage: +4% cold Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | mindwoven linen robe of chaos (0 def, 0 armour) mindwoven linen robe of chaos (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +5% physical / -6% arcane / +6% fire / -6% cold / -5% nature / +6% blight Changes resistances penetration: +6% physical / +5% fire / +7% blight Mental save: +15 Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +15% Mindpower: +2 Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
Inventory
regeneration infusion of the duelist (heal 156 over 5 turns) regeneration infusion of the duelist (heal 156 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 156 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. sun infusion of the psychic (rad 5; power 36; turns 5; dispells darkness)sun infusion of the psychic (rad 5; power 36; turns 5; dispells darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 36) for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets can have magical properties. |
starlit steel amulet of healing starlit steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +12% light Blindness immunity: +25% Cut immunity: +40% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 111 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 Changes stats: +3 Cun Rings can have magical properties. |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 Rings can have magical properties. |
wizard's steel ring wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 Rings can have magical properties. |
ranger's ash longbow ranger's ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady ash longbowsteady ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 80% Firing range: +7 When wielded/worn: Accuracy: +7 Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Mayolle the vined mindstar (4.5-4.95 power, 18 apr, mind damage)Mayolle the vined mindstar (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage conversion: 20% mind When wielded/worn: Armour penetration: +3 Changes resistances: +3% blight Changes damage: +3% nature Maximum encumbrance: +10 Disease immunity: +13% Stamina each turn: +0.20 Mindpower: +2 Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. vined mindstar of slime (5-5.5 power, 18 apr, nature damage)vined mindstar of slime (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 nature slow Changes damage: +3% nature Mindpower: +2 Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. fungal cured leather slingfungal cured leather sling Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +7 When wielded/worn: Changes stats: +2 Con Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 68 life over 5 turns, placing all other charms into a 20 cooldown. Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling mighty cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +7 When wielded/worn: Physical power: +6 Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. steady cured leather sling of lightningsteady cured leather sling of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +7 Damage when this weapon hits(ranged): +7 lightning When wielded/worn: Accuracy: +6 Changes damage: +8% lightning Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
cruel ash magestaff of illumination (15-18 power, 3 apr, fire damage) cruel ash magestaff of illumination (15-18 power, 3 apr, fire damage)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +5 Damage when the wearer hits(melee): 7 blinding light Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 51.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm starstaff of illumination (10-12 power, 2 apr, physical damage)elm starstaff of illumination (10-12 power, 2 apr, physical damage) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 Damage when the wearer hits(melee): 6 blinding light Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 69.41 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff (15-18 power, 3 apr, fire damage)shimmering ash vilestaff (15-18 power, 3 apr, fire damage) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +40.00 Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 80% Damage conversion: 50% lightning When wielded/worn: Accuracy: +7 It can be used to strike an enemy in range 3, releasing a burst of lightning, costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. Vestments of the Conclave (0 def, 0 armour)Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
iron gauntlets of strength (+2) (0 def, 1 armour) iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 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)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
5 alchemist amethyst 5 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
bright ash wand of illumination [power 7] (1/5 cooldown) bright ash wand of illumination [power 7] (1/5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to light the area (rad 7), placing all other charms into a 5 cooldown. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of detection [power 6] (1/15 cooldown) elm wand of detection [power 6] (1/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to detect the presence of creatures around you (rad 6), placing all other charms into a 15 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Miranda the Thalore Alchemist level 8
5th Flare 122nd year of Ascendancy at 21:51 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Miranda the Thalore Alchemist level 10
3rd Dusk 122nd year of Ascendancy at 16:09 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Miranda the Thalore Alchemist level 8
4th Mirth 122nd year of Ascendancy at 03:04 see stats
Log
Miranda casts Create Alchemist Gems.
Miranda wears(replacing): 184 alchemist opal.
Miranda is no longer surging arcane power.
Miranda casts Refit Golem.
Refitting starts...
Refitted for 1 turns (stop reason: hostile spotted to the east (elven corruptor)).
You have been interrupted!
Miranda uses elm wand of conjuration [power 91] (6 cooldown)!
Miranda hits Elven corruptor for (35 to bones), 0 nature (0 total damage).
Elven corruptor casts Blood Grasp.
Talent Infusion: Regeneration is ready to use.
Elven corruptor drains life from Miranda!
Elven corruptor's Blood Grasp hits Miranda for 182 blight damage.
Elven corruptor receives 91 healing from Miranda.
Miranda the level 13 thalore alchemist was infected to death by an elven corruptor on level 2 of Rhaloren Camp.
You have 3 life(s) left.
Miranda deactivates Chant of Fortress.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Elven corruptor's Blood Grasp killed Miranda!
Miranda uses Infusion: Regeneration.
Miranda starts regenerating health quickly.
Talent Rune: Shielding is ready to use.
Saving done.
Saving game...
