











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Steam-Chemist 1.5.5Adds a new class, the Steam-Chemist (A tinker who picked up alchemy) also attempts to revise alchemist with some quality of life and balance changes. Steamchemists: One new talent tree : Shrapnel In addition, they have access to many steam categories. Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system. Idea is to make mana the limiting factor of alchemists, 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: 0.9.10: 0.7.1 0.7.0 - Overall : -To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier : + 20%, +35%, +50%, +65%, +70%, with bomb Gems such as diamonds which gave a +% modifier now have that added directly to their power : Totally revised Explosion Expert, based largely on Minmay's version of the spell Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: 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:
Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Items Vault 1.5.0Donators/Buyers bonus! More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Custom Difficulty 1.5.10Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Infinite |
Mode | Custom Exploration |
Sex | Female |
Race | Superhuman |
Class | Spellsword |
Level / Exp | 29 / 79% |
Size | medium |
Lifes / Deaths | Killed by Zubawe the venom drake hatchling at level 2 on the 74th Pyre 122nd year of Ascendancy at 11:08 / 2Killed by Agairtte's temporal clone at level 3 on the 74th Pyre 122nd year of Ascendancy at 11:50 |
Primary Stats
Strength | 74 (base 60) |
Dexterity | 76 (base 60) |
Constitution | 73 (base 60) |
Magic | 78 (base 60) |
Willpower | 73 (base 60) |
Cunning | 72 (base 60) |
Resources
Life | 8313/8313 |
Mana | 671/671 |
Stamina | 650/650 |
Equilibrium | 20 |
Healing Factor | 1.3888888888889 |
Regeneration | 87.083333333333 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +672.98251677768% |
Spell | +200% |
Global | +340% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Stealth | 131.09851912229 |
See Invisible | 209.83210127967 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 220 |
Accuracy | 121 |
Crit Chance | 93% |
APR | 138 |
Speed | 0.41 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 75% |
Speed | 0.33333333333333 |
Cooldown Reduction | 54.6 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 35% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +62% |
Blight | +62% |
Arcane | +56% |
Cold | +62% |
All | 0% |
Mind | +59% |
Lightning | +72% |
Light | +78% |
Temporal | +56% |
Physical | +58% |
Darkness | +69% |
Fire | +78% |
Nature | +62% |
Offense: Damage Penetration
Acid | +68% |
Blight | +63% |
Arcane | +68% |
Cold | +63% |
All | +7% |
Mind | +73% |
Lightning | +119% |
Light | +63% |
Temporal | +63% |
Physical | +63% |
Darkness | +63% |
Fire | +63% |
Nature | +63% |
Defense: Base
Armour (hardiness) | 327.66303535565 (100%) |
Defense | 83 |
Ranged Defense | 121 |
Fatigue | 0 |
Physical Save | 139 |
Spell Save | 129 |
Mental Save | 133 |
Defense: Resistances
Acid | + 97%(100%) |
Blight | + 87%(100%) |
Arcane | + 87%(100%) |
Cold | + 89%(100%) |
All | + 71%(100%) |
Mind | + 87%(100%) |
Lightning | + 87%(100%) |
Light | + 96%(100%) |
Temporal | + 91%(100%) |
Physical | + 88%(100%) |
Darkness | + 98%(100%) |
Fire | + 93%(100%) |
Nature | + 93%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 5% |
Blind Resistance | 10% |
Silence Resistance | 30% |
Bleed Resistance | 20% |
Teleport Resistance | 15% |
Disarm Resistance | 70% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
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: 7 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 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Lifetide | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 41.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Windcutter | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Blazebrand | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 5.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stoneshield | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Martial mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Arcane veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 4.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Stone Skin |
talent | Keen Senses |
talent | Air Stance |
talent | Thunderstorm |
talent | Aura of Fire |
talent | Precise Strikes |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Premonition |
talent | Elemental Destruction |
talent | Arcane Stamina |
talent | Daunting Presence |
talent | Earthen Shield |
talent | Wind Storm |
talent | Mana Focus |
talent | Exploit Weakness |
talent | Arcane Armor |
talent | Spellsword Combat |
talent | Elemental Stance |
beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 18) Challenge |
beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
You successfully escorted the injured seer to the recall portal on level 6 of Infinite Dungeon. Escort: injured seer (level 6 of Infinite Dungeon)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 10 of Infinite Dungeon. Escort: lone alchemist (level 10 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 12 of Infinite Dungeon. Escort: lost anorithil (level 12 of Infinite Dungeon)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by Lisonor the dire wolf. Escort: lost anorithil (level 14 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by Ivabeth the forest troll. Escort: lost anorithil (level 3 of Infinite Dungeon) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 11 of Infinite Dungeon. Escort: lost sun paladin (level 11 of Infinite Dungeon)As a reward you improved Magic by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Infinite Dungeon. Escort: lost tinker (level 2 of Infinite Dungeon) | done |
You successfully escorted the lost warrior to the recall portal on level 16 of Infinite Dungeon. Escort: lost warrior (level 16 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
Wake up and kill the dreaming horror boss 'Emulralle the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 17)You completed the challenge and received: Random Artifact: Ivyta | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 15)You completed the challenge and received: Random Artifact: Polann (0 def, 8 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: Random Artifact: Chargesmash | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: Random Artifact: Ereliroddasalach (17-25.5 power, 1 apr) | 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. Type: armor / feet ; tier 3 When wielded/worn: Armour: +19 Fatigue: +3% Changes resistances: +9% acid / +2% physical Silence immunity: +15% Disarm immunity: +15% Teleport immunity: +15% Infravision radius: +2 A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Changes resistances: +7% temporal / +10% darkness / +6% cold Changes resistances penetration: +7% all Changes damage: +10% light Damage affinity(heal): +5% light Physical save: +36 (+5 eff.) Poison immunity: +5% Disease immunity: +10% Silence immunity: +15% Light radius: +7 Defense after a teleport: +16 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 114.01 light damage within radius 3. The damage done will increase with your Spellpower. 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. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | ![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 20 light / 4 blight Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% blight / +6% nature / +6% light Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +6 Dex / +1 Mag Changes resistances penetration: +5% arcane Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Maximum vim: +10.00 Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 16 physical Changes stats: +3 Str Changes resistances: +26% darkness Changes damage: +13% darkness Critical mult.: +6.00% Blindness immunity: +10% Confusion immunity: +10% Knockback immunity: +20% Rings can have magical properties. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +5% acid Changes damage: +3% mind Reduced damage from: +26% Summoned Physical save: +15 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +77.00 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 227.52 to 682.56 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 548.26 to 1096.52 physical damage (based on Strength) to each, costing 30 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances penetration: +10% mind Grants telepathy: Humanoid/Orc Life regen: +1.70 Stamina each turn: +0.50 Hate when firing a critical mind attack: +2.00 Maximum stamina: +13.00 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +2 Armour: +20 Defense: +5 (+1 eff.) Fatigue: +17% Changes resistances: +20% acid / +6% temporal Physical save: +9 (+1 eff.) Stamina each turn: +0.60 Maximum life: +41.00 A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +17 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +13% fire / +15% light / +9% nature Stealth bonus: +8 Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +30 (+5 eff.) Cut immunity: +20% Confusion immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 fire Changes stats: +4 Mag Changes resistances: +15% light / +6% fire Changes damage: +6% acid / +6% light / +22% fire / +6% lightning / +6% cold Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Light radius: +2 Amulets can have magical properties. |
Inventory
![]() 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 600 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
![]() 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: 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 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. 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: This orb will automatically identify items you find. |
![]() 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. |
![]() 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% Latent Damage Type: Arcane 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: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 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 Agairtte the Superhuman Spellsword level 10
76th Pyre 122nd year of Ascendancy at 16:04 see stats
By Agairtte the Superhuman Spellsword level 9
75th Pyre 122nd year of Ascendancy at 15:52 see stats
By Agairtte the Superhuman Spellsword level 27
79th Pyre 122nd year of Ascendancy at 12:54 see stats
By Agairtte the Superhuman Spellsword level 20
78th Pyre 122nd year of Ascendancy at 20:36 see stats
By Agairtte the Superhuman Spellsword level 28
79th Pyre 122nd year of Ascendancy at 14:48 see stats
By Agairtte the Superhuman Spellsword level 10
75th Pyre 122nd year of Ascendancy at 17:29 see stats
By Agairtte the Superhuman Spellsword level 20
78th Pyre 122nd year of Ascendancy at 16:27 see stats
By Agairtte the Superhuman Spellsword level 26
79th Pyre 122nd year of Ascendancy at 11:24 see stats
By Agairtte the Superhuman Spellsword level 12
77th Pyre 122nd year of Ascendancy at 13:40 see stats
By Agairtte the Superhuman Spellsword level 5
75th Pyre 122nd year of Ascendancy at 08:17 see stats
By Agairtte the Superhuman Spellsword level 29
79th Pyre 122nd year of Ascendancy at 20:20 see stats
By Agairtte the Superhuman Spellsword level 18
78th Pyre 122nd year of Ascendancy at 11:51 see stats
By Agairtte the Superhuman Spellsword level 4
74th Pyre 122nd year of Ascendancy at 17:10 see stats
By Agairtte the Superhuman Spellsword level 2
74th Pyre 122nd year of Ascendancy at 11:06 see stats
Log
Agairtte is surging arcane power.
Resting starts...
Rested for 2 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Pulverizing Auger is ready to use.
Rested for 7 turns (stop reason: all resources and life at maximum).
Agairtte deactivates Elemental Destruction.
Agairtte deactivates Spellsword Combat.
Agairtte deactivates Air Stance.
Agairtte is no longer surging arcane power.
Agairtte deactivates Feather Wind.
Agairtte deactivates Arcane Stamina.
Agairtte deactivates Earthen Shield.
Agairtte deactivates Precise Strikes.
Agairtte deactivates Arcane Armor.
Agairtte deactivates Elemental Stance.
Agairtte deactivates Elemental Harmony.
Agairtte deactivates Exploit Weakness.
Agairtte deactivates Aura of Fire.
Agairtte deactivates Keen Senses.
Agairtte deactivates Mana Focus.
Agairtte deactivates Thunderstorm.
The furious lightning storm around Agairtte calms down and disappears.
Agairtte deactivates Premonition.
Agairtte deactivates Daunting Presence.
Agairtte deactivates Wind Storm.
Agairtte deactivates Stone Skin.