












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Crossbows 1.0.3This addon adds crossbows! Crossbows are simple weapons that anyone strong enough to carry them can use. The crossbows use bolts, and although they fire slower than bows, and dont scale nearly as much with stats, in addition to not having related skills, they pack quite the big punch, and have a large chance of critting. However, they also have a very limited ammo capacity, making them unsuited for sustained use. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Nyles GOD Mode 1.5.5Nyles 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
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Embers With All Races 1.4.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. magebow class v18 1.3.1Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando |
Campaign | Infinite |
Mode | Insane Exploration |
Sex | Female |
Race | Homosuperior |
Class | Magebow |
Level / Exp | 24 / 32% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 2 on the 74th Pyre 122nd year of Ascendancy at 11:13 / 3Killed by war hound at level 2 on the 74th Pyre 122nd year of Ascendancy at 15:06 Killed by Healnia at level 4 on the 74th Pyre 122nd year of Ascendancy at 17:06 |
Primary Stats
Strength | 63 (base 54) |
Dexterity | 63 (base 54) |
Constitution | 65 (base 54) |
Magic | 69 (base 54) |
Willpower | 74 (base 54) |
Cunning | 79 (base 54) |
Resources
Mana | 643/643 |
Equilibrium | 835 |
Vim | 507/507 |
Life | 5596/5596 |
Stamina | 659/659 |
Healing Factor | 1.3510638297872 |
Regeneration | 76.605319148936 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +135% |
Spell | +300% |
Global | +255% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 109.06877792835 |
See Invisible | 155.5960177628 |
Offense: Mainhand
Damage | 212 |
Accuracy | 82 |
Crit Chance | 45% |
APR | 134 |
Speed | 0.33 |
Offense: Offhand
Damage | 105 |
Accuracy | 82 |
Crit Chance | 54% |
APR | 139 |
Speed | 0.33 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 74% |
Speed | 0.25 |
Cooldown Reduction | 44.85 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 30% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +54% |
Blight | +51% |
Arcane | +66% |
Cold | +51% |
All | +5% |
Mind | +51% |
Lightning | +51% |
Light | +56% |
Temporal | +60% |
Physical | +56% |
Darkness | +63% |
Fire | +84% |
Nature | +51% |
Offense: Damage Penetration
Acid | +51% |
Blight | +46% |
Arcane | +56% |
Cold | +46% |
Lightning | +56% |
Darkness | +52% |
Light | +46% |
Temporal | +56% |
Physical | +59% |
Mind | +91% |
Fire | +46% |
Nature | +46% |
Defense: Base
Armour (hardiness) | 120 (100%) |
Defense | 92 |
Ranged Defense | 94 |
Fatigue | 0 |
Physical Save | 117 |
Spell Save | 127 |
Mental Save | 118 |
Defense: Resistances
Acid | + 84%(100%) |
Blight | + 80%(100%) |
Arcane | + 83%(100%) |
Cold | + 81%(100%) |
All | + 61%(100%) |
Mind | + 82%(100%) |
Lightning | + 81%(100%) |
Light | + 81%(100%) |
Temporal | + 82%(100%) |
Physical | + 81%(100%) |
Darkness | + 90%(100%) |
Fire | +100%(100%) |
Nature | + 86%(100%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 100% |
Pinning Resistance | 24% |
Disarm Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
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: 9 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 175 damage for 25 turns. |
Class Talents
Technique / Archery - bows | 16.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arrows | 12.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Charged techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Bowcasting | 54.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Mighty Arrows |
talent | Keen Senses |
talent | Magical Throw |
talent | Bone Shield |
talent | Blur Sight |
talent | Phantasmal Shield |
talent | Elemental Harmony |
talent | Premonition |
talent | Wind Flow |
talent | Magical Feed |
detrimental effect | On death will restore to the source up to 1 times the vim's worth. Bleak Outcome |
Quests
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 7)You completed the challenge and received: +3 Stat Points | done |
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 | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +23 (+5 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 4 blight Changes resistances: +3% blight / +6% light / +6% darkness Movement speed: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 33 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 70% Dex, 50% Mag, 0% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +11 (+2 eff.) Fatigue: +4% Changes stats: +5 Cun / +5 Wil Changes resistances: +30% fire Changes damage: +30% fire It can be used to activate talent Meteor Rain (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 141.37 fire and 119.85 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +9 Armour Hardiness: +6% Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 mind / 13 darkness Changes stats: +3 Str / +6 Con Changes resistances: +12% fire / +5% physical Physical save: +6 (+1 eff.) Mental save: -13 (-2 eff.) Disarm immunity: +5% Only die when reaching: -60.00 life Maximum vim: +20.00 Spellpower: +8 (+2 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 arcane / 8 nature Changes stats: +1 Str Changes resistances: +5% arcane / +18% nature Changes resistances penetration: +5% arcane / +13% physical Changes damage: +3% arcane Critical mult.: +11.00% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Physical power: +7 (+1 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 4 acid Changes resistances: +6% acid / +3% temporal Changes resistances penetration: +5% acid / +5% temporal Changes damage: +3% acid Stun/Freeze immunity: +23% Life regen: +1.20 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. 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. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 mind Changes resistances penetration: +10% lightning / +15% mind Changes damage: +5% all Disarm immunity: +26% Pinning immunity: +24% Knockback immunity: +24% Equilibrium when hit: +0.04 Maximum life: +23.00 Spellpower: +13 (+3 eff.) Mindpower: +15 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +11 Damage when hit (Melee): 4 mind Changes stats: +3 Cun / +6 Mag Changes resistances: +9% darkness Changes resistances penetration: +5% mind Changes damage: +5% darkness / +6% temporal / +5% light / +5% physical Critical mult.: +22.00% Mental save: +9 (+2 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 12% chance to disease Damage (Melee): +8 blight / +13 cold When wielded/worn: Changes stats: +3 Wil Spell save: +30 (+5 eff.) Disease immunity: +15% Mana when firing critical spell: +3.00 Maximum mana: +40.00 Blunt and deadly. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Mag / +4 Wil / +4 Cun / +6 Lck Changes resistances: +6% acid / +6% fire / +5% arcane / +6% cold / +9% mind / +6% lightning Changes resistances penetration: +5% arcane / +25% mind Changes damage: +12% arcane Trap disarming bonus: +7 Stealth bonus: +6 Spell crit. chance: +4% Infravision radius: +4 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +10 nature / +5 temporal Sharp, short and deadly. |
Cloak | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 temporal Changes stats: +3 Wil Changes resistances: +21% fire / +13% darkness / +6% temporal Changes resistances penetration: +6% darkness / +5% temporal Changes damage: +3% temporal / +7% darkness / +3% fire Stealth bonus: +6 Physical save: +7 (+2 eff.) Mental save: +13 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
![]() 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 / 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 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 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 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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: 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. |
![]() 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 / 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 Healnia the Homosuperior Magebow level 9
75th Pyre 122nd year of Ascendancy at 02:58 see stats
By Healnia the Homosuperior Magebow level 20
77th Pyre 122nd year of Ascendancy at 06:10 see stats
By Healnia the Homosuperior Magebow level 10
75th Pyre 122nd year of Ascendancy at 05:20 see stats
By Healnia the Homosuperior Magebow level 20
77th Pyre 122nd year of Ascendancy at 06:10 see stats
By Healnia the Homosuperior Magebow level 23
78th Pyre 122nd year of Ascendancy at 08:11 see stats
By Healnia the Homosuperior Magebow level 18
75th Pyre 122nd year of Ascendancy at 17:52 see stats
By Healnia the Homosuperior Magebow level 17
75th Pyre 122nd year of Ascendancy at 17:31 see stats
By Healnia the Homosuperior Magebow level 21
77th Pyre 122nd year of Ascendancy at 20:27 see stats
By Healnia the Homosuperior Magebow level 4
74th Pyre 122nd year of Ascendancy at 17:06 see stats
By Healnia the Homosuperior Magebow level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Healnia casts Bone Nova.
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Bone Nova is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Healnia casts Bone Nova.
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Bone Nova is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Healnia deactivates Premonition.
Healnia deactivates Magical Throw.
Healnia deactivates Bone Shield.
Healnia deactivates Magical Feed.
Healnia deactivates Keen Senses.
Healnia deactivates Elemental Harmony.
Healnia deactivates Phantasmal Shield.
Healnia deactivates Blur Sight.
Healnia deactivates Mighty Arrows.
Healnia deactivates Wind Flow.