










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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 1.4.8Nyles 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
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 | Superhuman |
Class | Arcane Blade |
Level / Exp | 35 / 30% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 105 (base 60) |
Dexterity | 105 (base 60) |
Constitution | 101 (base 60) |
Magic | 111 (base 60) |
Willpower | 105 (base 60) |
Cunning | 105 (base 60) |
Resources
Life | 12670/12654 |
Mana | 1256/1285 |
Stamina | 964/964 |
Equilibrium | 20 |
Healing Factor | 2.0136900369004 |
Regeneration | 169.50381218433 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +528.56270056027% |
Spell | +200% |
Global | +390% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 9 |
See Stealth | 179.43614991283 |
See Invisible | 275.75803304626 |
Offense: Mainhand
Damage | 475 |
Accuracy | 130 |
Crit Chance | 428% |
APR | 142 |
Speed | 0.33 |
Offense: Spell
Spellpower | 152 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 66.3 |
Offense: Mind
Mindpower | 101 |
Crit Chance | 80% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +144% |
Blight | +138% |
Arcane | +128% |
Cold | +128% |
All | +60% |
Mind | +134% |
Lightning | +300% |
Light | +149% |
Temporal | +146% |
Physical | +131% |
Darkness | +134% |
Fire | +323% |
Nature | +128% |
Offense: Damage Penetration
Acid | +88% |
Blight | +68% |
Arcane | +68% |
Cold | +68% |
Lightning | +68% |
Darkness | +68% |
Light | +68% |
Temporal | +83% |
Physical | +90% |
Mind | +68% |
Fire | +68% |
Nature | +68% |
Defense: Base
Armour (hardiness) | 229.02715362595 (100%) |
Defense | 87 |
Ranged Defense | 137 |
Fatigue | 0 |
Physical Save | 155 |
Spell Save | 155 |
Mental Save | 149 |
Defense: Resistances
Acid | + 66%(100%) |
Blight | + 66%(100%) |
Arcane | +100%(100%) |
Cold | + 66%(100%) |
All | +100%(100%) |
Mind | + 66%(100%) |
Lightning | + 66%(100%) |
Light | + 66%(100%) |
Temporal | + 66%(100%) |
Physical | + 66%(100%) |
Darkness | + 66%(100%) |
Fire | + 66%(100%) |
Nature | + 66%(100%) |
Defense: Immunities
Silence Resistance | 30% |
Disarm Resistance | 9% |
Knockback Resistance | 43% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 28% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 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: 9 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: 5 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 |
Technique / Combat techniques | 19.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 29.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Magical combat | 30.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 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 |
Spell / Divination | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Range Amplification Device |
talent | Keen Senses |
talent | Lacerating Strikes |
talent | Thunderstorm |
talent | Inner Power |
talent | Precise Strikes |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Premonition |
talent | Shielding |
talent | Arcane Feed |
talent | Shattering Impact |
talent | Onslaught |
talent | Exploit Weakness |
talent | Arcane Combat |
talent | Shock Hands |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 12)Turns left: 0 You completed the challenge and received: Random Artifact: Splendourrazor (25-40 power, 2 apr) | done |
Leave the level in less than 36 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (36) (Level 16)Turns left: 36 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 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +3 Defense: +28 (+6 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 blight Changes stats: +4 Mag / +3 Wil Spell save: +20 (+3 eff.) Silence immunity: +25% Confusion immunity: +30% Stun/Freeze immunity: +37% Stamina each turn: +0.80 Mana each turn: +0.38 Maximum life: +40.00 Maximum mana: +37.00 Maximum stamina: +13.00 Spell crit. chance: +3% Healing mod.: +15% 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 37% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Damage when hit (Melee): 15 fire Changes stats: +2 Str Changes resistances: +8% fire / +16% darkness / +2% physical Changes damage: +11% light Damage affinity(heal): +5% light Mental save: +8 (+1 eff.) Blindness immunity: +28% Confusion immunity: +22% Life regen: +0.20 Mindpower: +9 (+1 eff.) Mental crit. chance: +8% Light radius: +10 See stealth: +17 See invisible: +10 Healing mod.: +20% 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 285.90 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 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes stats: +3 Str / +3 Dex / +2 Wil / +3 Cun / +2 Con / +6 Lck Physical save: +3 (+0 eff.) Maximum mana: +60.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +4% Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str Changes resistances: +6% temporal / +15% fire Changes resistances penetration: +13% physical Changes damage: +6% mind / +6% fire Mental save: +7 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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 2 When wielded/worn: Physical power: +18 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +6 Str / +4 Mag / +4 Cun / +6 Con Changes resistances: +6% acid Changes resistances penetration: +20% acid Changes damage: +3% light / +6% all Disarm immunity: +29% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +30.00 Spellpower: +17 (+2 eff.) Mindpower: +9 (+1 eff.) Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +4 Mag / +3 Wil / +4 Cun Changes resistances: +26% fire Changes damage: +13% fire Mental save: +8 (+1 eff.) Confusion immunity: +25% Stun/Freeze immunity: +30% Life regen: +1.70 Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +11 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +12 (+1 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +9% acid / +6% light / +5% arcane / +3% nature Critical mult.: +7.00% Trap disarming bonus: +8 Stealth bonus: +7 Physical save: +20 (+2 eff.) Spell save: +13 (+2 eff.) Silence immunity: +5% Knockback immunity: +15% Infravision radius: +4 Size category: +2 A belt that goes around your waist. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 40% Wil, 50% Mag, 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% When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Massive two-handed swords. |
On hands | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical crit. chance: +7.0% Armour: +14 Armour Hardiness: +14% Changes stats: +3 Dex / +1 Wil / +4 Cun / +13 Con Changes resistances: +11% physical Critical mult.: +7.00% Mana each turn: +0.08 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Maximum mana: +40.00 Maximum psi: +30.00 Spell crit. chance: +7% Mindpower: +4 (+0 eff.) Mental crit. chance: +7% When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Stone Touch (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). When this weapon crits: Cripple (20% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +23 Defense: +12 (+2 eff.) Fatigue: +22% Changes stats: +3 Cun Changes resistances: +19% lightning / +20% cold / +3% blight / +6% physical Physical save: +50 (+6 eff.) Mental save: +14 (+2 eff.) Maximum life: +10.00 Maximum stamina: +5.00 A suit of armour made of metal plates. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +27 (+4 eff.) Armour: +8 Defense: +10 (+2 eff.) Fatigue: -7% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning / 4 temporal Changes resistances: +14% blight / +17% cold / +14% nature / +3% lightning Changes damage: +3% lightning / +9% temporal Physical save: +8 (+1 eff.) Life regen: +1.30 Maximum life: +77.00 Maximum stamina: +19.00 Healing mod.: +16% 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 Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Mag Changes resistances: +12% acid Changes resistances penetration: +15% temporal Changes damage: +6% acid / +9% temporal / +6% darkness / +10% blight / +10% fire / +7% light / +13% physical Critical mult.: +14.00% Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +29.00 Spellpower: +13 (+2 eff.) Spell crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
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 / 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 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 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 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 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 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 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 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 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 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 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 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 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 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 Niir the Superhuman Arcane Blade level 8
74th Pyre 122nd year of Ascendancy at 16:08 see stats
By Niir the Superhuman Arcane Blade level 9
74th Pyre 122nd year of Ascendancy at 19:28 see stats
By Niir the Superhuman Arcane Blade level 33
77th Pyre 122nd year of Ascendancy at 04:39 see stats
By Niir the Superhuman Arcane Blade level 28
76th Pyre 122nd year of Ascendancy at 13:51 see stats
By Niir the Superhuman Arcane Blade level 10
74th Pyre 122nd year of Ascendancy at 22:25 see stats
By Niir the Superhuman Arcane Blade level 20
75th Pyre 122nd year of Ascendancy at 14:57 see stats
By Niir the Superhuman Arcane Blade level 30
76th Pyre 122nd year of Ascendancy at 21:27 see stats
By Niir the Superhuman Arcane Blade level 9
74th Pyre 122nd year of Ascendancy at 22:25 see stats
By Niir the Superhuman Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 11:25 see stats
By Niir the Superhuman Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 11:25 see stats
By Niir the Superhuman Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 11:25 see stats
By Niir the Superhuman Arcane Blade level 4
74th Pyre 122nd year of Ascendancy at 12:07 see stats
By Niir the Superhuman Arcane Blade level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 4.28 gold from the transmogrification of balanced dwarven-steel battleaxe of massacre (43-64.5 power, 2 apr).
You gain 4.01 gold from the transmogrification of arcing dwarven-steel battleaxe of vileness (29.5-44.25 power, 2 apr).
You gain 20.23 gold from the transmogrification of Xissra the dwarven-steel battleaxe (45-67.5 power, 2 apr).
You gain 25.00 gold from the transmogrification of Oloroddayon the steel battleaxe (20-30 power, 4 apr).
You gain 22.32 gold from the transmogrification of steel ring 'Ebonymark'.
You gain 15.00 gold from the transmogrification of The Black Core.
You gain 2.21 gold from the transmogrification of vision rune of the warrior (radius 10; dur 18; see undead).
You gain 1.08 gold from the transmogrification of teleportation rune of the psychic (range 160).
You gain 3.30 gold from the transmogrification of invisibility rune of the warrior (power 16 for 8 turns).
You gain 1.50 gold from the transmogrification of wild infusion of the sneak (resist 24%; cure magical).
You gain 15.00 gold from the transmogrification of Primal Infusion (affinity 20%; cure magical, physical, mental).
Niir deactivates Stone Skin.
Niir deactivates Premonition.
Niir deactivates Range Amplification Device.
Niir deactivates Precise Strikes.
Niir deactivates Shielding.
Niir deactivates Fiery Hands.
Niir deactivates Keen Senses.
Niir deactivates Onslaught.
Niir deactivates Lacerating Strikes.
Niir deactivates Inner Power.
Niir deactivates Exploit Weakness.
Niir deactivates Shattering Impact.
Niir deactivates Shock Hands.
Niir deactivates Arcane Combat.
Niir deactivates Thunderstorm.
The furious lightning storm around Niir calms down and disappears.
Niir deactivates Feather Wind.
Niir deactivates Arcane Feed.
Niir deactivates Elemental Harmony.