











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Anti Stun Addon 1.4.6Nerfs the debilitating effects of Stun to make it less cancerous. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Arcane Blade |
Level / Exp | 236 / 8% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 149 (base 100) |
Dexterity | 147 (base 86) |
Constitution | 108 (base 53) |
Magic | 89 (base 23) |
Willpower | 66 (base 16) |
Cunning | 108 (base 41) |
Resources
Life | 9481690/9481690 |
Mana | 3047/6085 |
Stamina | 3241/3241 |
Equilibrium | 20 |
Healing Factor | 2.2587769784172 |
Regeneration | 274.7364999599 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +108.03476828245% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 19 |
See Stealth | 159.99846192768 |
See Invisible | 168.99846192768 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 608 |
Accuracy | 178 |
Crit Chance | 400% |
APR | 25 |
Speed | 1.11 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +150% |
Acid | +109% |
Light | +128% |
Temporal | +116% |
Mind | +124% |
Physical | +141% |
Fire | +135% |
All | +100% |
Offense: Damage Penetration
Light | +15% |
Temporal | +33% |
Blight | +10% |
Physical | +103% |
Fire | +28% |
All | 0% |
Defense: Base
Armour (hardiness) | 144.50636776707 (100%) |
Defense | 129 |
Ranged Defense | 139 |
Fatigue | 0 |
Physical Save | 122 |
Spell Save | 154 |
Mental Save | 99 |
Defense: Resistances
Acid | + 70%( 70%) |
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +150%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Disarm Resistance | 57% |
Bleed Resistance | 80% |
Confusion Resistance | 100% |
Silence Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 23/5 |
| 23/5 |
| 1/5 |
| 23/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 23/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.40 |
| 22/5 |
| 1/5 |
| 22/5 |
| 22/5 |
Spell / Enhancement | 1.40 |
| 22/5 |
| 1/5 |
| 22/5 |
| 22/5 |
Technique / Superiority | 1.40 |
| 1/5 |
| 23/5 |
| 1/5 |
| 23/5 |
Technique / Magical combat | 1.50 |
| 23/5 |
| 23/5 |
| 23/5 |
| 23/5 |
Technique / Two-handed assault | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.40 |
| 23/5 |
| 23/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.40 |
| 23/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.20 |
| 1/5 |
| 23/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.40 |
| 1/5 |
| 23/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 23/5 |
| 23/5 |
| 1/5 |
| 23/5 |
Technique / Combat veteran | 1.30 |
| 23/5 |
| 23/5 |
| 23/5 |
| 23/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 23/5 |
| 23/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 1/5 |
| 23/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 23/5 |
| 23/5 |
| 3/5 |
| 23/5 |
Technique / Combat training | 1.30 |
| 15/5 |
| 13/5 |
| 13/5 |
| 23/5 |
| 23/5 |
| 23/5 |
Spell / Conveyance | 1.40 |
| 23/5 |
| 23/5 |
| 1/5 |
| 23/5 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Inner Power |
talent | Crystalline Focus |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Shielding |
talent | Arcane Feed |
talent | Shattering Impact |
talent | Probability Travel |
talent | Onslaught |
talent | Exploit Weakness |
talent | Arcane Combat |
talent | Shock Hands |
talent | Precise Strikes |
beneficial effect | The target is out of phase with reality, increasing defense by 19, resist all by 19%, and reducing the duration of detrimental timed effects by 19%. Out of Phase |
beneficial effect | Increases life regen by 97.00. Elemental Harmony |
detrimental effect | The target has recently blinked through a wall using probability travel. Unstable Probabilites |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 110) Challenge |
beneficial effect | Countering melee attacks: Has a 89% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Wake up and kill the dreaming horror boss 'Nerayawyn the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 103) | failed |
Wake up and kill the dreaming horror boss 'Iselle the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 15) | failed |
Wake up and kill the dreaming horror boss 'Betheriarin the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 31)You completed the challenge and received: Random Artifact: Voidwend (19/19, 46.5-55.8 power, 6 apr) | done |
Wake up and kill the dreaming horror boss 'Ce'Naleth the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 39) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 110)Foes left: 113 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 40) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 43) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49)You completed the challenge and received: Random Artifact: Stokewing (15.5-17.05 power, 40 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 52) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 55) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 66) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 68) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 70) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 72) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 83) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 84) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 96) | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 34)0 / 4 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 35)0 / 3 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 56)0 / 4 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 59)0 / 4 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 32) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 38) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 41) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 60) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 73) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 10)Turns left: 0 You completed the challenge and received: Random Artifact: Thunderrupture | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 62)Turns left: 0 You completed the challenge and received: Random Artifact: Lightningrip (14-19.6 power, 6 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 33)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 54)You completed the challenge and received: Random Artifact: Morningsteel | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 63)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 64)You completed the challenge and received: Random Artifact: Scabnaught (15-21 power, 3 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 108) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 77)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 80) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 9) | failed |
Leave the level in less than 105 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (105) (Level 109)Turns left: 79 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 129 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (129) (Level 75)Turns left: 92 You completed the challenge and received: Random Artifact: Elenostir | done |
Leave the level in less than 198 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (198) (Level 36)Turns left: 143 You completed the challenge and received: Random Artifact: Hellfoe (20 def, 0 armour) | done |
Leave the level in less than 228 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (228) (Level 30)Turns left: 134 You completed the challenge and received: Random Artifact: Brenumas | done |
Leave the level in less than 33 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (33) (Level 88)Turns left: -1 | failed |
Leave the level in less than 387 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (387) (Level 101)Turns left: 352 You completed the challenge and received: Random Artifact: Darkvenom (14-21 power, 2 apr) | done |
Leave the level in less than 435 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (435) (Level 99)Turns left: 338 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 516 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (516) (Level 81)Turns left: 494 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 528 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (528) (Level 71)Turns left: 480 You completed the challenge and received: +1 Category Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -5% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 16 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +14% acid / +6% temporal / +12% fire / +15% cold / +15% lightning Changes resistances penetration: +33% temporal Changes damage: +6% temporal Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.5 - 61.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +14 Crit. chance: +10.0% Capacity: 22 Travel speed: +200% Damage (Ranged): +12 physical Burst (radius 1) on hit: +12 fire When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +4 Fatigue: -6% Damage when hit (Melee): 8 physical Changes stats: +4 Mag Changes resistances: +6% lightning Changes damage: +9% lightning / +6% fire Grants telepathy: Humanoid/Orc Mental save: +11 (+2 eff.) Light radius: +5 See stealth: +17 See invisible: +17 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Cun / +5 Con Changes resistances: +11% fire / +12% cold Changes damage: +12% mind Reduces incoming crit damage: 16.00% Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +5.00 Light radius: +3 See invisible: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 blight Changes resistances: +6% light Changes resistances penetration: +15% light / +10% blight Changes damage: +9% light Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 137 for 7 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% fire Changes resistances penetration: +28% fire Critical mult.: +28.00% Silence immunity: +30% Mana each turn: +0.22 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +14 (+2 eff.) Changes stats: +3 Mag Changes resistances: +3% physical Changes damage: +9% lightning Disarm immunity: +42% Pinning immunity: +39% Knockback immunity: +30% Stamina each turn: +0.60 Maximum life: +44.00 Healing mod.: +25% Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Changes stats: +3 Wil Changes resistances: +12% nature Spell save: +27 (+3 eff.) Mental save: +12 (+2 eff.) Disarm immunity: +15% Knockback immunity: +30% Heals friendly targets nearby when you use a nature summon: +20 Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 107.0 - 171.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 52% chance to disease Damage (Melee): +20 blight When wielded/worn: Armour penetration: +21 Changes resistances penetration: +21% physical Changes damage: +9% light / +21% physical Reduces incoming crit damage: 10.00% Infravision radius: +2 Massive two-handed swords. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +3 Damage (Melee): 20 temporal Damage (Ranged): 20 temporal Changes stats: +1 Str / +2 Dex / +6 Mag / +7 Cun / +2 Con Changes resistances: +15% temporal / +11% light / +10% darkness Changes damage: +10% temporal Grants telepathy: Demon/Minor Demon/Major Critical mult.: +13.00% Reduces incoming crit damage: 10.00% Spell crit. chance: +20% Mental crit. chance: +16% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 181.06 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+3 eff.) Fatigue: +16% Changes stats: +6 Cun / +2 Dex Changes resistances: +30% acid / +30% cold / +9% lightning Changes damage: +12% mind / +9% acid Mental save: +19 (+3 eff.) Hate when firing a critical mind attack: +4.00 Mental crit. chance: +3% Light radius: +4 A suit of armour made of mail. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+2 eff.) Defense: +2 (+1 eff.) Fatigue: -5% Changes stats: +2 Str / +1 Con Changes resistances: +6% cold Physical save: +11 (+2 eff.) Mental save: +7 (+1 eff.) Disease immunity: +10% Silence immunity: +20% Only die when reaching: -90.00 life Maximum life: +58.00 Maximum stamina: +16.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Damage when hit (Melee): 24 lightning Changes resistances: +9% lightning / +12% cold Reduces incoming crit damage: 15.00% Blindness immunity: +20% Cut immunity: +80% Pinning immunity: +15% Only die when reaching: -80.00 life Healing mod.: +28% It can be used to activate talent Heal, placing all other charms into a 7 cooldown : Effective talent level: 1.0 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 545 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +4 Wil Changes resistances: +12% temporal Changes resistances penetration: +33% nature Changes damage: +6% nature Blindness immunity: +24% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +4.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +3% Infravision radius: +10 Sight radius: +2 See invisible: +15 Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +12% temporal / +19% light / +14% darkness Changes resistances penetration: +15% lightning Mental save: +30 (+5 eff.) Blindness immunity: +31% Confusion immunity: +10% Stun/Freeze immunity: +15% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes damage: +8% light / +8% temporal / +6% darkness / +8% physical Grants telepathy: Dragon Mental save: +43 (+7 eff.) Confusion immunity: +25% Teleport immunity: +50% Equilibrium when hit: +0.12 Maximum psi: +30.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Mindpower: +15 (+5 eff.) It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 3 turns. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +6 Str / +6 Mag / +4 Cun Changes resistances: +3% physical Changes damage: +8% light / +8% temporal / +8% darkness / +7% physical Mental save: +15 (+2 eff.) Only die when reaching: -60.00 life Maximum life: +50.00 Maximum stamina: +35.00 Maximum psi: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +3% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +30% acid Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +28% Pinning immunity: +22% Knockback immunity: +28% Hate when firing a critical mind attack: +4.00 Maximum life: +25.00 Mindpower: +6 (+2 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +34% darkness / +6% cold Changes resistances penetration: +15% mind Changes damage: +17% darkness Spell save: +18 (+2 eff.) Mental save: +39 (+6 eff.) Poison immunity: +45% Cut immunity: +15% Stun/Freeze immunity: +25% Only die when reaching: -60.00 life Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 16 nature Changes stats: +2 Cun / +6 Wil Changes resistances: +12% nature Disarm immunity: +36% Pinning immunity: +32% Knockback immunity: +40% Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Maximum life: +33.00 Rings can have magical properties. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 81.5 - 122.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +30 mind Burst (radius 2) on crit: +12 fire When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +7 Wil / +7 Cun / +1 Con Changes resistances: +10% all Changes resistances penetration: +13% nature / +10% physical Maximum stamina: +5.00 Healing mod.: +5% Massive two-handed mauls. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Defense: +19 (+3 eff.) Changes resistances: +5% arcane Stealth bonus: +6 Mental save: +12 (+2 eff.) Disease immunity: +25% Silence immunity: +25% Confusion immunity: +15% Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+3 eff.) Ranged Defense: +18 (+3 eff.) Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +3 Str / +3 Con Changes resistances: +9% temporal / +12% cold Hate when firing a critical mind attack: +3.00 Mindpower: +6 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 5 cooldown : Effective talent level: 1.1 Power cost: 5 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Effects on melee hit: * Slows global speed by 34% * 23% chance to disease Damage when hit (Melee): 8 blight Changes stats: +4 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +3% nature / +6% blight Changes damage: +12% darkness Infravision radius: +1 It can be used to activate talent Rush, placing all other charms into a 5 cooldown : Effective talent level: 3.3 Power cost: 5 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +18 Fatigue: -6% Changes resistances: +9% blight Changes damage: +9% physical Critical mult.: +6.00% Stamina each turn: +2.20 Only die when reaching: -40.00 life Maximum life: +57.00 Maximum stamina: +40.00 Infravision radius: +3 Movement speed: +10% Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 8 acid / 8 fire / 7 lightning / 6 cold Damage when hit (Melee): 4 lightning Changes stats: +10 Mag / +5 Wil / +4 Con Changes resistances penetration: +15% lightning Changes damage: +7% arcane / +9% fire Physical save: +23 (+4 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +41% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 6 cooldown : Effective talent level: 4.2 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 32% and provides a 18% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 mind Changes stats: +3 Str Changes damage: +12% light / +15% mind Light radius: +3 A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +16 Dex Changes resistances: +3% acid / +20% darkness / +3% fire / +5% arcane / +15% nature Changes damage: +12% lightning Spell save: +22 (+3 eff.) Maximum life: +99.00 Infravision radius: +5 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +11 Fatigue: +5% Changes stats: +8 Str / +21 Dex / +5 Cun Changes resistances: +6% acid Spell save: +9 (+1 eff.) Blindness immunity: +25% Knockback immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Changes resistances: +3% lightning / +8% physical / +3% darkness Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% darkness Physical save: +18 (+3 eff.) Life regen: +5.20 Maximum life: +124.00 Light radius: +3 Healing mod.: +29% A suit of armour made of metal plates. |
![]() 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 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 / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) 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 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 fire Changes resistances: +6% fire Changes resistances penetration: +15% lightning Changes damage: +9% lightning Light radius: +9 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +2 Changes stats: +5 Con Changes resistances: +15% blight Critical mult.: +12.00% Life regen: +5.60 Only die when reaching: -20.00 life Maximum life: +80.00 Light radius: +8 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +4 Dex / +4 Wil / +6 Con Changes damage: +9% acid Light radius: +11 Infravision radius: +3 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Maximum wards: +2 physical / +3 mind / +2 darkness Changes resistances penetration: +10% arcane / +15% temporal Changes damage: +6% arcane Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 77 for 7 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 5 hate. 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% temporal Changes damage: +6% temporal It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 43 for 7 turns, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 20 mind Changes resistances: +3% mind Changes resistances penetration: +5% nature Changes damage: +9% nature Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence It can be used to fire a blast of psionic energies in a range 8 beam dealing 241.00 to 482.00 mind damage, putting all charms on cooldown for 2 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% 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: 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% 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 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Hi the Hulk Arcane Blade level 178
5th Mirth 122nd year of Ascendancy at 11:39 see stats
By Hi the Hulk Arcane Blade level 219
1st Summertide 122nd year of Ascendancy at 21:57 see stats
By Hi the Hulk Arcane Blade level 139
1st Mirth 122nd year of Ascendancy at 21:39 see stats
By Hi the Hulk Arcane Blade level 209
10th Mirth 122nd year of Ascendancy at 08:28 see stats
By Hi the Hulk Arcane Blade level 68
76th Pyre 122nd year of Ascendancy at 02:55 see stats
By Hi the Hulk Arcane Blade level 232
1st Flare 122nd year of Ascendancy at 09:06 see stats
By Hi the Hulk Arcane Blade level 107
78th Pyre 122nd year of Ascendancy at 10:56 see stats
By Hi the Hulk Arcane Blade level 139
1st Mirth 122nd year of Ascendancy at 21:29 see stats
By Hi the Hulk Arcane Blade level 160
3rd Mirth 122nd year of Ascendancy at 23:20 see stats
By Hi the Hulk Arcane Blade level 181
6th Mirth 122nd year of Ascendancy at 05:25 see stats
By Hi the Hulk Arcane Blade level 196
8th Mirth 122nd year of Ascendancy at 05:54 see stats
By Hi the Hulk Arcane Blade level 209
10th Mirth 122nd year of Ascendancy at 06:32 see stats
By Hi the Hulk Arcane Blade level 213
10th Mirth 122nd year of Ascendancy at 23:47 see stats
By Hi the Hulk Arcane Blade level 224
2nd Summertide 122nd year of Ascendancy at 13:28 see stats
By Hi the Hulk Arcane Blade level 10
74th Pyre 122nd year of Ascendancy at 15:45 see stats
By Hi the Hulk Arcane Blade level 20
74th Pyre 122nd year of Ascendancy at 18:05 see stats
By Hi the Hulk Arcane Blade level 30
74th Pyre 122nd year of Ascendancy at 20:25 see stats
By Hi the Hulk Arcane Blade level 40
74th Pyre 122nd year of Ascendancy at 23:27 see stats
By Hi the Hulk Arcane Blade level 50
75th Pyre 122nd year of Ascendancy at 07:52 see stats
By Hi the Hulk Arcane Blade level 174
5th Mirth 122nd year of Ascendancy at 03:29 see stats
By Hi the Hulk Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 11:04 see stats
By Hi the Hulk Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 11:04 see stats
By Hi the Hulk Arcane Blade level 3
74th Pyre 122nd year of Ascendancy at 13:46 see stats
By Hi the Hulk Arcane Blade level 139
1st Mirth 122nd year of Ascendancy at 21:29 see stats
By Hi the Hulk Arcane Blade level 88
76th Pyre 122nd year of Ascendancy at 19:20 see stats
Log
There is a way to the next level here (press '' or right click to use).
Hi is out of phase.
You gain 4.43 gold from the transmogrification of storming pouch of stralite shots of annihilation (22/22, 54.5-65.4 power, 15 apr).
Accepted quest 'Infinite Dungeon Challenge: Exterminator (Level 110)'! (Press 'j' to see the quest log)
Quest 'Infinite Dungeon Challenge: Rush Hour (105) (Level 109)' is done! (Press 'j' to see the quest log)
Hi has received: +1 Category Point.
Quest 'Infinite Dungeon Challenge: Rush Hour (105) (Level 109)' completed! (Press 'j' to see the quest log)
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.
Hi deactivates Probability Travel.
Hi deactivates Precise Strikes.
Hi deactivates Arcane Shield.
Hi deactivates Feather Wind.
Hi deactivates Arcane Combat.
Hi deactivates Arcane Feed.
Hi deactivates Elemental Harmony.
Hi deactivates Crystalline Focus.
Hi deactivates Shielding.
Hi deactivates Onslaught.
Hi deactivates Fiery Hands.
Hi deactivates Inner Power.
Hi deactivates Shock Hands.
Hi deactivates Stone Skin.
Hi deactivates Exploit Weakness.
Hi deactivates Thunderstorm.
The furious lightning storm around Hi calms down and disappears.
Hi is no longer out of phase.
Hi deactivates Shattering Impact.