









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Alchemist |
| Level / Exp | 16 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Harmise the halfling at level 13 on the 6th Flare 122nd year of Ascendancy at 07:16 0 / 6Killed by Grisly at level 13 on the 6th Flare 122nd year of Ascendancy at 07:21 Killed by Nerulaith the snow giant chieftain at level 15 on the 46th Dusk 122nd year of Ascendancy at 21:58 Killed by Glana the bandit at level 16 on the 79th Dusk 122nd year of Ascendancy at 23:22 Killed by Horned Horror at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 01:59 Killed by Bezemgue the Bringer of Doom at level 16 on the 29th Haze 122nd year of Ascendancy at 03:49 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 38 (base 36) |
| Magic | 66 (base 43) |
| Willpower | 22 (base 11) |
| Cunning | 18 (base 10) |
Resources
| Life | -1/381 |
| Mana | 4/265 |
| Healing Factor | 1.2102122670884 |
| Regeneration | 0.30255306677209 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 7 |
| See Stealth | 12 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 4 |
| Crit Chance | 5% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Lightning | +13% |
| Cold | +20% |
| Darkness | +9% |
Offense: Damage Penetration
| Darkness | +5% |
| Light | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 5 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 31 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 13%( 70%) |
| Cold | + 49%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 26%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 27% |
| Poison Resistance | 10% |
| Blind Resistance | 44% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Constitution 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: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 58 with a minimum range of 15. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Fire alchemy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Stone alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed snow giant kidney. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Glowbreak the pair of hardened leather boots (5 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue -6% Resists +9% light Phys.save +8 (+4 eff.) ---------- misc Max.enc +31 Mana/turn +0.16 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | 242 alchemist citrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 109.11 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 109.11 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 34.16 to 102.48 lightning damage (68.32 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Adowen the yew totem of thorny skin [power 37] (29/20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.crit +1% S.pwr/crit +4 ----- def ----- Resists +6% temporal Def/telep +5 Res/telep +5% Dur/telep +5% Harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to heal for 52. 100% to increase all damage penetration by 15% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +1 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +8 (+4 eff.) Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 22 On Hit (Ranged): * 10% chance to reduce all saves and defense by 22 ----- def ----- Defense +5 (+2 eff.) Blind- +23% Poison- +10% Stun/Frz- +20% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Infravis +4 See.Stealth +7 See.Invis +11 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | savior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
| Around waist | Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In main hand | ash starstaff 'Murkvault' (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +3% lightning +15% physical +9% darkness Res.pen +5% darkness +5% light Melee Ret 4 darkness ----- def ----- Resists +6% light ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Phys.save +13 (+6 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
healing infusion of the wizard (heal 172; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune of the titan (regen 828% over 10 turns; mana 41; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 828% for 10 turns (55 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fulemanik the Glaretickler (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +7.0% Atk.spd 100% Phasing +10% While equipped: dps ---------- Crit.mult +15.00% Res.pen +12% physical Acc +29 (+22 eff.) Apr +9 Melee Ret 2 light ----- def ----- Resists +6% cold ---------- misc Max.stam +30.00 Massive two-handed battleaxes. |
Sepsisbane the dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Psionic Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 darkness Against +8% Living On Hit: * 10% chance to slow global speed by 48% While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Resists +9% blight +3% darkness +6% nature Sharp, short and deadly. |
Radiancethorn the iron greatmaul (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Rare] Nature Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +2 Dex +3 Wil +3 Con dps ---------- Dmg.mod +9% light ---------- misc Light +2 Infravis +3 See.Invis +6 Massive two-handed mauls. |
steel greatmaul of amnesia (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Psionic Power 26.0 - 39.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed mauls. |
Gloroselaith the Greenbait4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Hit.r1 +4 nature While equipped: Stats +6 Dex +1 Cun +2 Con dps ---------- Res.pen +5% darkness +8% physical ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
steel mace 'Delydeldil' (16-22 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Rare] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +11 cold While equipped: dps ---------- Dmg.mod +12% arcane On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +15% acid +5% arcane Blunt and deadly. |
Belydan (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +16 acid On Crit.r2 +20 acid On Hit: * 20% chance to reduce armor by 35% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +3% temporal Heal.mod +12% Heal/summ +21 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative mossy mindstar (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's mossy mindstar of life (2-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight Max.HP +10.00 HP.reg +0.70 Disease- +11% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady cured leather sling of fire4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +9 fire While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +8% fire Acc +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
yew starstaff 'Emelabrenne' (20-24 power, 4 apr, temporal element)5.0 T3 staff 1H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Dex +3 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% temporal On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% lightning +3% fire +6% blight Spell.save +3 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Brandsin the steel waraxe (22-30 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +4 acid While equipped: dps ---------- Res.pen +5% acid Acc +14 (+14 eff.) On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +12 (+6 eff.) Resists +3% fire Disarm- +53% One-handed war axes. |
Gloomguile the dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Res.pen +5% darkness +10% mind +7% all Acc +7 (+7 eff.) Apr +7 ----- def ----- Defense +10 (+5 eff.) Resists +2% physical Phys.save +3 (+1 eff.) One-handed war axes. |
Saloda1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun ----- def ----- Resists +1% physical Mind.save +6 (+3 eff.) HP.reg +0.70 Heal.mod +11% Silence- +20% ---------- misc Hate/m.crit +1.00 A belt that goes around your waist. |
hardened leather belt 'Torathel'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +8% lightning +8% temporal +9% darkness +2% physical Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
noble's rough leather belt of the giants1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Phys.pwr +3 (+1 eff.) Against +16% Summoned ----- def ----- D.Red.from +19% Summoned Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Corruptionbreaker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +5% fire Res.pen +5% blight Melee Ret 2 arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% fire +6% mind +9% nature Spell.save +9 (+4 eff.) Poison- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Duskspire (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Wil dps ---------- Phys.pwr +11 (+5 eff.) Dmg.mod +12% arcane +9% darkness Phasing +10% On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +2 ---------- misc Max.mana +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Carrionquick' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +27% darkness Melee Ret 4 nature On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +2 Resists +6% nature +3% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
nimble cured leather armour of the deep (8 def, 6 armour)9.0 T2 light armor Reqs Str 14 [Ego++] Nature/Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +8 (+4 eff.) Fatigue +7% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
129 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. |
22 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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. |
8 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. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
19 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
evasive steel torque of psionic shield [power 55] (29/25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Duskbrawn the ash totem of summon tentacle [power 160] (29/25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Dex +1 Wil +1 Con dps ---------- Mind.crit +2% Dmg.mod +9% mind Melee Ret 2 darkness ----- def ----- Mind.save +9 (+5 eff.) Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 326 Base Damage: 160 Armor: 6 All Resist: 0 Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
13 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. |
34 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
11 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. |
7 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. |
13 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By Grisly the Cornac Alchemist level 15
52nd Dusk 122nd year of Ascendancy at 04:45 see stats
Level 10
Got a character to level 10.By Grisly the Cornac Alchemist level 10
5th Mirth 122nd year of Ascendancy at 17:47 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Grisly the Cornac Alchemist level 13
25th Dusk 122nd year of Ascendancy at 13:00 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Grisly the Cornac Alchemist level 13
24th Dusk 122nd year of Ascendancy at 23:27 see stats
Log
Bezemgue the Bringer of Doom misses Grisly.
Bezemgue the Bringer of Doom hits Grisly for 23 acid, 10 light, 42 physical, 10 light (85 total damage).
Melee retaliation hits Bezemgue the Bringer of Doom for 4 darkness, 15 cold, 4 darkness, 15 cold (40 total damage).
Grisly feels pain again.
Grisly stops regenerating health quickly.
Decrepitude Disease from Bezemgue the Bringer of Doom hits Grisly for 8 blight damage.
Deadly Poison from Bezemgue the Bringer of Doom hits Grisly for 34 nature damage.
Grisly misses Bezemgue the Bringer of Doom.
Searing Sight hits Grisly for 4 light damage.
Grisly is afflicted by a rotting disease!
Bezemgue the Bringer of Doom hits Grisly for 29 physical, 3 light, 12 light, 21 physical, 12 light (77 total damage).
Melee retaliation hits Bezemgue the Bringer of Doom for 4 darkness, 15 cold, 4 darkness, 15 cold (40 total damage).
Talent Throw Bomb is ready to use.
Deadly Poison from Bezemgue the Bringer of Doom hits Grisly for 44 nature damage.
Decrepitude Disease from Bezemgue the Bringer of Doom hits Grisly for 10 blight damage.
Rotting Disease from Bezemgue the Bringer of Doom hits Grisly for 10 blight damage.
Grisly casts Rune: Teleportation.
Grisly is out of phase.
Rotting Disease from Bezemgue the Bringer of Doom hits Grisly for 9 blight damage.
Decrepitude Disease from Bezemgue the Bringer of Doom hits Grisly for 9 blight damage.
Deadly Poison from Bezemgue the Bringer of Doom hits Grisly for 42 nature damage.
Grisly hardens its skin.
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Poison bursts out of Grisly's corpse!
Deadly Poison from Bezemgue the Bringer of Doom hits Grisly for 42 nature damage.
Grisly the level 16 cornac alchemist was naturalised to death by Bezemgue the Bringer of Doom on level 1 of Golem Graveyard.





















































































