Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Thalore |
Class | Alchemist |
Level / Exp | 14 / 74% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 29 (base 28) |
Magic | 46 (base 39) |
Willpower | 21 (base 11) |
Cunning | 13 (base 10) |
Resources
Life | 389/389 |
Mana | 196/196 |
Healing Factor | 1.1524687383467 |
Regeneration | 0.28811718458668 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Invisible | 9 |
Offense: Mainhand
Damage | 35 |
Accuracy | 15 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 38 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | 0% |
Physical | +6% |
Cold | +51% |
All | 0% |
Darkness | +3% |
Light | +6% |
Mind | +12% |
Fire | +5% |
Nature | +22% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 16.764061143521 (35.65183292883%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 0 |
Physical Save | 19 |
Spell Save | 22 |
Mental Save | 21 |
Defense: Resistances
Darkness | + 22%( 70%) |
Acid | + 32%( 70%) |
Nature | + 47%( 70%) |
Temporal | + 24%( 70%) |
Cold | + 56%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 45%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 45% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 151 then cleanse 1 wound, poison, and disease effect. 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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 39 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. |
Class Talents
Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 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 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Defensive Posture |
talent | Frost Infusion |
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 injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (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. | 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 must explore Norgos' Lair. * You must explore the Heart of the Gloom. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
On feet | Lelygamnir the Ebonyraider (0 def, 1 armour) Lelygamnir the Ebonyraider (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +5 Dex / +1 Mag / +7 Lck Changes damage: +12% mind Stealth bonus: +5 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Light radius: +1 A pair of boots made of leather. |
Quiver | 4 alchemist opal 4 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 bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
On head | Icestrike (1 def, 0 armour) Icestrike (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +18% nature / +3% cold Changes damage: +12% nature / +3% cold Mental save: +3 (+1 eff.) Equilibrium when hit: +0.20 Mindpower: +20 (+7 eff.) A pointy cloth hat, very wizardly... |
Tool | iron torque of mindblast [power 105] (15 cooldown) iron torque of mindblast [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | warrior's copper ring of nature (+20%) warrior's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
On fingers | psionicist's steel ring of tenacity psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +24% Maximum life: +20.00 Rings make your fingers look great! |
Around waist | Leledor the Duathelking Leledor the DuathelkingCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +9% darkness / +7% cold Changes resistances penetration: +5% lightning Changes damage: +6% light / +3% darkness Light radius: +3 A belt that goes around your waist. |
In main hand | Xerira (15-18 power, 3 apr, cold element) Xerira (15-18 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes stats: +3 Mag / +3 Wil / +1 Cun Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +10 (+4 eff.) Spell crit. chance: +17% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 49.63 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 | woollen robe of frost (+18%) (0 def, 2 armour) woollen robe of frost (+18%) (0 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +11% all / +18% cold Changes damage: +12% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Vilepower (1 def, 0 armour) Vilepower (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% nature / +5% physical Changes damage: +6% physical Physical save: +3 (+2 eff.) Maximum life: +34.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +23% Knockback immunity: +21% Amulets make your neck look great! |
Inventory
healing infusion of the sneak (heal 66; cd 13) healing infusion of the sneak (heal 66; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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 nature talent. |
shatter afflictions rune (absorb 47; cd 13) shatter afflictions rune (absorb 47; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 47 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 49; cd 15) teleportation rune of the psychic (range 49; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
marksman's copper ring of blight (+11%) marksman's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+5 eff.) Changes stats: +3 Dex Changes resistances: +11% blight Changes damage: +11% blight Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Ulfolin the Festerpassion (11-14 power, 5 apr)Ulfolin the Festerpassion (11-14 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 51% Damage (Melee): +8 cold Damage (radius 2) on crit: +4 acid / +8 fire When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% * 10% chance to reduce armor by 30% Changes damage: +6% acid Sharp, short and deadly. |
Bethokira (10-12 power, 2 apr, darkness element) Bethokira (10-12 power, 2 apr, darkness element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+4 eff.) Damage when hit (Melee): 2 physical Changes stats: +1 Con Changes resistances: +6% blight / +6% cold Maximum wards: +3 darkness Changes damage: +10% darkness Talents granted: +1 Ward +1 Command Staff Only die when reaching: -40.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Drolathagen the elm vilestaff (10-12 power, 2 apr, acid element) Drolathagen the elm vilestaff (10-12 power, 2 apr, acid element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +3% blight / +3% mind Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Only die when reaching: -60.00 life Spellpower: +3 (+1 eff.) Spell crit. chance: +7% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 122.59 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (245). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Growpain (1 def, 0 armour) Growpain (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 nature Changes resistances: +11% darkness / +11% temporal Changes damage: +6% nature Mana each turn: +0.16 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Brightwill' (1 def, 10 armour) linen cloak 'Brightwill' (1 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +10 Defense: +1 (+1 eff.) Changes stats: +1 Dex / +1 Con Changes resistances: +11% cold Changes resistances penetration: +5% light / +15% physical 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. linen cloak 'Tundragash' (1 def, 0 armour)linen cloak 'Tundragash' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +12% acid / +3% fire / +9% lightning Changes damage: +3% acid / +6% cold Mental 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. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+18%) (0 def, 0 armour) mindwoven woollen robe of frost (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all / +18% cold Changes damage: +12% cold Mental save: +15 (+7 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed linen robe of power (3 def, 6 armour) sunsealed linen robe of power (3 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Changes stats: +4 Mag Changes resistances: +5% darkness / +5% light / +9% all Changes damage: +7% light / +5% all Maximum life: +33.00 Spellpower: +11 (+4 eff.) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Iseth the Eclipseire (0 def, 1 armour) Iseth the Eclipseire (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Effects on melee hit: * 10% chance to reduce damage dealt by 20% Damage when hit (Melee): 6 darkness Changes resistances penetration: +5% arcane Changes damage: +3% acid / +9% arcane / +9% darkness A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Sunprophet (0 def, 5 armour)Sunprophet (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Damage when hit (Melee): 6 fire Changes stats: +3 Str / +2 Dex Changes resistances penetration: +10% physical Physical save: +3 (+2 eff.) Spellpower: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
Camirezor (10 def, 1 armour) Camirezor (10 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +3 Con Changes resistances: +4% physical Critical mult.: +5.00% See invisible: +3 A cap made of leather. |
Freezehunt (0 def, 1 armour) Freezehunt (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +9% cold Changes resistances penetration: +10% lightning / +15% cold Changes damage: +12% acid Stamina when hit: +0.90 Equilibrium when hit: +0.80 A cap made of leather. |
Ulfathel the linen wizard hat (1 def, 0 armour) Ulfathel the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +6% lightning / +7% temporal Critical mult.: +10.00% Silence immunity: +20% Spellpower: +15 (+5 eff.) Mindpower: +5 (+2 eff.) Damage Shield penetration: +10% A pointy cloth hat, very wizardly... |
Veleriatira (21 def, 0 armour) Veleriatira (21 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +21 (+11 eff.) Changes stats: +3 Mag Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) Teleport immunity: +10% Infravision radius: +1 A pointy cloth hat, very wizardly... |
linen wizard hat 'Wintersear' (6 def, 0 armour) linen wizard hat 'Wintersear' (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Damage when hit (Melee): 4 cold Changes stats: +3 Str Physical save: +9 (+5 eff.) Mana each turn: +0.10 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour)rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
11 agate 11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
241 alchemist agate 241 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
137 alchemist opal 137 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. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental 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. |
Ragedur the Heatquench (dig speed 30 turns) Ragedur the Heatquench (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +3 Dex / +4 Wil / +1 Con Changes resistances penetration: +5% fire Maximum stamina: +10.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental 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. |
Balidor the brass lantern Balidor the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +25 (+13 eff.) Damage when hit (Melee): 2 blight Changes stats: +2 Str / +4 Wil / +1 Con Changes damage: +7% mind Light radius: +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. |
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 after 40 turns Activation costs 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) Activation costs 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. |
iron torque of mindblast 'Snowrot' [power 100] (15 cooldown) iron torque of mindblast 'Snowrot' [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% cold Changes resistances penetration: +15% darkness Changes damage: +9% cold It can be used to blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% 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. |
soothing elm wand of shielding [power 110] (20 cooldown) soothing elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
15 ametrine 15 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +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. |
19 zircon 19 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +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 EducatedC Think Safe the Thalore Alchemist level 10
12nd Dusk 122nd year of Ascendancy at 14:57 see stats
By EducatedC Think Safe the Thalore Alchemist level 10
12nd Dusk 122nd year of Ascendancy at 14:55 see stats
By EducatedC Think Safe the Thalore Alchemist level 13
29th Dusk 122nd year of Ascendancy at 02:36 see stats
By EducatedC Think Safe the Thalore Alchemist level 11
22nd Dusk 122nd year of Ascendancy at 18:59 see stats
By EducatedC Think Safe the Thalore Alchemist level 6
3rd Summertide 122nd year of Ascendancy at 05:59 see stats
By EducatedC Think Safe the Thalore Alchemist level 9
1st Dusk 122nd year of Ascendancy at 04:48 see stats
Log
You don't see how to get there...
Talent Throw Bomb is ready to use.
EducatedC Think Safe casts Throw Bomb.
You need to ready alchemist gems in your quiver.
EducatedC Think Safe casts Throw Bomb.
You need to ready alchemist gems in your quiver.
EducatedC Think Safe wears: 5 alchemist opal.
EducatedC Think Safe casts Throw Bomb.
Talent Throw Bomb is ready to use.
Resting starts...
Rested for 9 turns (stop reason: all resources and life at maximum).
EducatedC Think Safe wears (replacing iron torque of mindblast 'Snowrot' [power 100] (3/15 cooldown)): iron torque of mindblast [power 105] (15 cooldown).
EducatedC Think Safe casts Create Alchemist Gems.
You create: 74 alchemist opal
iron torque of mindblast [power 105] (1/15 cooldown) is still recharging.
EducatedC Think Safe casts Create Alchemist Gems.
You create: 63 alchemist opal
Resting starts...
Rested for 21 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.