







Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 | Madness Roguelike |
Sex | Male |
Race | Skeleton |
Class | Alchemist |
Level / Exp | 19 / 9% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 5050 (base 33) |
Dexterity | 5056 (base 33) |
Constitution | 5033 (base 33) |
Magic | 5044 (base 33) |
Willpower | 5042 (base 33) |
Cunning | 5040 (base 33) |
Resources
Life | 50000395/50000395 |
Mana | 50305/50305 |
Healing Factor | 2.5 |
Regeneration | 125000010.5 |
Speed
Mental | +900% |
Attack | +900% |
Movement | +50% |
Spell | +900% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 9 |
See Stealth | 268.2938932816 |
See Invisible | 268.2938932816 |
Offense: Mainhand
Damage | 15375 |
Accuracy | 14142 |
Crit Chance | 3020% |
APR | 5000004 |
Speed | 0.10 |
Offense: Spell
Spellpower | 14139 |
Crit Chance | 100% |
Speed | 0.1 |
Cooldown Reduction | 10000 |
Offense: Mind
Mindpower | 14140 |
Crit Chance | 100% |
Speed | 0.1 |
Offense: Damage Bonus
Physical | +5% |
Lightning | +16% |
Light | +30% |
Temporal | +10% |
Darkness | +33% |
Arcane | +6% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +5% |
Darkness | +21% |
Arcane | +5% |
Defense: Base
Armour (hardiness) | 5000010 (100%) |
Defense | 14137 |
Ranged Defense | 14137 |
Fatigue | 0 |
Physical Save | 14138 |
Spell Save | 14138 |
Mental Save | 14138 |
Defense: Resistances
Acid | + 15%( 70%) |
Blight | + 13%( 70%) |
Cold | + 15%( 70%) |
All | 0%( 70%) |
Lightning | + 25%( 70%) |
Light | + 10%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 3%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 15%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 37% |
Bleed Resistance | 100% |
Knockback Resistance | 15% |
Fear Resistance | 100% |
Stun Resistance | 10% |
Poison Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: -1782 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -1386 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -2475 Travel Speed: instantaneous Usage Speed: Spell (10% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Fire alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Acid alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Frost alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Undead / Skeleton | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Effects
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | 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 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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 49916. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed black mamba head. * '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.' | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
Quiver | ![]() 0.00 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. |
Light source | ![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 11950.27 to 35850.81 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Tool | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+0 eff.) Mindpower: +10 (+0 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% nature / +6% blight Changes damage: +9% mind Blindness immunity: +24% Poison immunity: +12% Disease immunity: +12% Spellpower: +6 (+0 eff.) Mindpower: +6 (+0 eff.) Infravision radius: +3 See stealth: +5 See invisible: +5 Rings can have magical properties. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Armour: +10 Damage when hit (Melee): 8 physical Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances penetration: +10% darkness Changes damage: +6% arcane Mental save: +7 (+0 eff.) Spellpower: +2 (+0 eff.) Spell crit. chance: +4% Mental crit. chance: +6% A belt that goes around your waist. |
Main armor | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 24% chance to disease * 28% chance to inflict 15% damage reduction Damage when hit (Melee): 8 temporal Changes stats: +4 Mag / +2 Wil Changes resistances: +21% darkness / +7% blight Changes resistances penetration: +5% arcane Changes damage: +14% darkness Silence immunity: +22% Life regen: +4.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +71.00 Spellpower: +5 (+0 eff.) Healing mod.: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +21% darkness Changes resistances penetration: +11% darkness Changes damage: +19% darkness / +6% lightning Stealth bonus: +19 Physical save: +10 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +11 (+0 eff.) Silence immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Burst (radius 2) on crit: +4 darkness When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Mag / +3 Wil Changes resistances: +3% mind / +6% darkness Changes resistances penetration: +5% blight Changes damage: +20% light Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +38.00 Spellpower: +31 (+0 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 18 turns. Staves designed for wielders of magic, by the greats of the art. |
Inventory
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 temporal / +11 nature Burst (radius 2) on crit: +7 ice When wielded/worn: Accuracy: +11 (+0 eff.) Armour penetration: +9 Armour: +9 Changes resistances penetration: +8% physical / +10% arcane / +9% cold Changes damage: +3% darkness Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
![]() Requires: - Magic 16 Infused by nature 5.00 Encumbrance. 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: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 acid Burst (radius 2) on crit: +8 temporal When wielded/worn: Defense: +7 (+0 eff.) Effects on melee hit: * 7% chance to blind Changes resistances: +9% temporal Changes resistances penetration: +10% acid Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 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 18823.93 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 24.5 - 34.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 8% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +11 cold When wielded/worn: Changes stats: -9 Str / +9 Con Changes resistances: +3% darkness / +6% lightning Spell save: +20 (+0 eff.) Disarm immunity: +20% One-handed war axes. |
![]() 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 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+0 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 1634.57 to 4903.71 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+0 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+0 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 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. |
![]() 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, costing 117 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. |
![]() Powered 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 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Bonemold the Skeleton Alchemist level 19
11st Dusk 122nd year of Ascendancy at 04:52 see stats
By Bonemold the Skeleton Alchemist level 3
74th Pyre 122nd year of Ascendancy at 15:11 see stats
By Bonemold the Skeleton Alchemist level 18
11st Dusk 122nd year of Ascendancy at 03:33 see stats
By Bonemold the Skeleton Alchemist level 10
7th Dusk 122nd year of Ascendancy at 06:55 see stats
By Bonemold the Skeleton Alchemist level 19
11st Dusk 122nd year of Ascendancy at 04:52 see stats
By Bonemold the Skeleton Alchemist level 3
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By Bonemold the Skeleton Alchemist level 3
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By Bonemold the Skeleton Alchemist level 3
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By Bonemold the Skeleton Alchemist level 19
11st Dusk 122nd year of Ascendancy at 04:52 see stats
By Bonemold the Skeleton Alchemist level 5
8th Mirth 122nd year of Ascendancy at 16:11 see stats
By Bonemold the Skeleton Alchemist level 19
11st Dusk 122nd year of Ascendancy at 04:52 see stats
By Bonemold the Skeleton Alchemist level 3
74th Pyre 122nd year of Ascendancy at 11:03 see stats
By Bonemold the Skeleton Alchemist level 19
14th Dusk 122nd year of Ascendancy at 00:33 see stats
By Bonemold the Skeleton Alchemist level 3
74th Pyre 122nd year of Ascendancy at 15:11 see stats
By Bonemold the Skeleton Alchemist level 3
74th Pyre 122nd year of Ascendancy at 15:11 see stats
Log
Bonemold wears: Lisadawyn.
You gain 4.89 gold from the transmogrification of Xeryriatira the Smeartrial (15/18, 20-24 power, 1 apr).
You gain 0.75 gold from the transmogrification of rough leather cap of constitution (+3) (0 def, 1 armour).
You gain 4.82 gold from the transmogrification of iron helm 'Belathahir' (0 def, 3 armour).
You gain 1.24 gold from the transmogrification of spellwoven linen robe of blight (+11%) (0 def, 0 armour).
You gain 1.09 gold from the transmogrification of mindwoven linen robe of nature (+16%) (0 def, 0 armour).
You gain 0.44 gold from the transmogrification of mindwoven linen robe (0 def, 0 armour).
You gain 5.21 gold from the transmogrification of Emolle the Obsidianorder (0 def, 0 armour).
You gain 5.90 gold from the transmogrification of Adyvena the linen cloak (1 def, 6 armour).
You gain 1.32 gold from the transmogrification of nightruned rough leather belt of carrying.
You extract spinel from iron waraxe of erosion (11.5-16.1 power, 2 apr)
You gain 4.00 gold from the transmogrification of spinel.
You gain 2.15 gold from the transmogrification of earthen elm starstaff of power (10-12 power, 2 apr, temporal element).
You gain 2.34 gold from the transmogrification of cruel elm vilestaff (10-12 power, 2 apr, blight element).
You gain 6.37 gold from the transmogrification of Araba (17-20.4 power, 3 apr, arcane element).
You extract spinel from iron mace of massacre (18-25.2 power, 2 apr)
You gain 4.00 gold from the transmogrification of spinel.
You gain 8.27 gold from the transmogrification of Belildarin the Prismwish.
You extract spinel from iron dagger of massacre (16-20.8 power, 5 apr)
You gain 4.00 gold from the transmogrification of spinel.
You extract emerald from dwarven-steel dagger of erosion (16.5-21.45 power, 7 apr)
You gain 12.00 gold from the transmogrification of emerald.
You gain 1.28 gold from the transmogrification of copper ring of power.
There is a Derth (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.