










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Items Vault 1.5.0Donators/Buyers bonus! 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
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! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 84 / 50% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 154 (base 60) |
Dexterity | 154 (base 60) |
Constitution | 157 (base 63) |
Magic | 174 (base 60) |
Willpower | 154 (base 60) |
Cunning | 122 (base 28) |
Resources
Life | 2662/2662 |
Stamina | 392/392 |
Healing Factor | 1.9309433962264 |
Regeneration | 23.153434600096 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +18% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 90.361262248576 |
See Invisible | 105.36126224858 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 357 |
Accuracy | 110 |
Crit Chance | 104% |
APR | 50 |
Speed | 0.78 |
Offense: Spell
Spellpower | 38.5 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Blight | +65% |
Arcane | +58% |
Cold | +62% |
All | +52% |
Lightning | +58% |
Light | +58% |
Temporal | +76% |
Darkness | +62% |
Fire | +73% |
Nature | +55% |
Offense: Damage Penetration
Nature | +18% |
Lightning | +15% |
Physical | 0% |
Temporal | +15% |
Blight | +15% |
Arcane | +15% |
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 73.745471657281 (100%) |
Defense | 51 |
Ranged Defense | 54 |
Fatigue | 1 |
Physical Save | 71 |
Spell Save | 82 |
Mental Save | 75 |
Defense: Resistances
Blight | + 58%( 70%) |
Arcane | + 55%( 70%) |
Mind | + 55%( 70%) |
All | + 52%( 70%) |
Lightning | + 70%( 70%) |
Darkness | + 63%( 70%) |
Temporal | + 65%( 70%) |
Physical | + 54%( 70%) |
Cold | + 57%( 70%) |
Fire | + 57%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 27% |
Poison Resistance | 25% |
Bleed Resistance | 25% |
Inscriptions (2/3)
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. |
Class Talents
Technique / Archery prowess | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Sniper | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 7/5 |
| 7/5 |
| 5/5 |
| 7/5 |
| 7/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 6/5 |
Technique / Mobility | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Aim |
talent | Precise Strikes |
talent | Venomous Ammunition |
talent | Intuitive Shots |
talent | Daunting Presence |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
Quests
Wake up and kill the dreaming horror boss 'Islorelaith the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 29)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: Random Artifact: Duathelwind (20/20, 20.5-24.6 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Chargebutcher (10-12 power, 2 apr, physical element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 33)You completed the challenge and received: Random Artifact: Bydas of conjuration [power 1171] (10 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 46) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 55)You completed the challenge and received: +1 Generic Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 12)0 / 2 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 61)2 / 4 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 42) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 62)You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 25)Turns left: 0 You completed the challenge and received: Random Artifact: Strikeoozer | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 11)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 20)You completed the challenge and received: Random Artifact: Blazestinger | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 24)You completed the challenge and received: Random Artifact: Yvatha of thorny skin [power 31] (15 cooldown) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 27)You completed the challenge and received: +1 Category Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 30)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 56)You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 18) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 28) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 32) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 7) | failed |
Leave the level in less than 105 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (105) (Level 17)Turns left: -1 | failed |
Leave the level in less than 153 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (153) (Level 52)Turns left: -1 | failed |
Leave the level in less than 162 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (162) (Level 40)Turns left: -1 | failed |
Leave the level in less than 225 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (225) (Level 31)Turns left: -1 | failed |
Leave the level in less than 297 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (297) (Level 45)Turns left: -1 | failed |
Leave the level in less than 63 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (63) (Level 44)Turns left: -1 | failed |
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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +19 Fatigue: -18% Changes stats: +3 Wil / +2 Mag Light radius: +2 Infravision radius: +2 See invisible: +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 97.0 - 135.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +33 Crit. chance: +34.0% Capacity: 20 On weapon crit: * cripple the target Travel speed: +300% Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 temporal Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -12% Damage when hit (Melee): 8 acid Changes stats: +5 Dex / +4 Mag / +6 Cun Changes resistances penetration: +15% acid Maximum life: +51.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +5 Defense: +9 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 arcane Changes stats: +9 Cun / +10 Con Changes resistances: +5% arcane / +6% mind / +24% nature Changes damage: +3% nature / +6% arcane Spell save: +9 (+1 eff.) Maximum life: +110.00 Healing mod.: +28% A cap made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% fire / +12% darkness / +12% temporal Maximum wards: +2 physical / +3 mind / +3 darkness Talent granted: +1 Ward Physical save: +6 (+2 eff.) Disease immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 109 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 16 arcane Changes stats: +3 Mag / +10 Wil Spell save: +15 (+3 eff.) Mental save: +20 (+5 eff.) Stun/Freeze immunity: +27% Life regen: +2.90 Spellpower on spell critical (stacks up to 3 times): +2 Movement speed: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 4.8 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 8 blight Changes stats: +5 Str / +2 Wil / +6 Con Changes resistances penetration: +15% arcane / +15% blight Changes damage: +9% temporal Reduced damage from: +78% Summoned Physical save: +15 (+4 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +32 nature Burst (radius 1) on hit: +2 light When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +8 Str Changes resistances: +15% temporal Changes resistances penetration: +18% nature Changes damage: +6% light Longbows are used to shoot arrows at your foes. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +5 Physical crit. chance: +2.0% Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Mental save: +11 (+2 eff.) Life regen: +0.40 Maximum life: +113.00 Maximum stamina: +20.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +22% lightning Changes damage: +6% fire Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +12 (+3 eff.) Equilibrium when hit: +0.12 Mindpower: +18 (+5 eff.) Mental crit. chance: +5% 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 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +6 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +3% physical Changes resistances penetration: +15% lightning Critical mult.: +25.00% Stealth bonus: +13 Physical save: +9 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Only die when reaching: -90.00 life 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 5 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +21% lightning Changes resistances penetration: +15% temporal Changes damage: +13% blight / +15% fire / +15% temporal / +6% lightning Critical mult.: +14.00% Spellpower: +8 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Cun Life regen: +0.90 Amulets can have magical properties. |
![]() Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +14 acid When wielded/worn: Changes resistances penetration: +20% physical Changes damage: +12% physical Equilibrium when hit: +0.20 Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +6.0% Armour: +4 Changes stats: +9 Dex / +6 Con Changes resistances: +9% nature / +6% darkness Changes resistances penetration: +30% physical Talent mastery: +0.30 Wild-gift / Fungus Stun/Freeze immunity: +10% Knockback immunity: +5% It can be used to regenerate 230 life over 5 turns, putting all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Cun / +3 Wil Changes resistances: +10% cold Changes resistances penetration: +5% mind Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% darkness / +6% cold Changes resistances penetration: +14% darkness / +25% mind Changes damage: +9% darkness Stealth bonus: +16 Mental save: +15 (+3 eff.) Poison immunity: +15% Disease immunity: +10% Cut immunity: +20% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 arcane Changes stats: +3 Str / +4 Con Changes resistances: +3% temporal Changes resistances penetration: +15% temporal Physical save: +8 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 7 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. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +13 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 16 darkness Changes resistances: +18% darkness / +22% temporal Changes resistances penetration: +13% darkness / +17% temporal Infravision radius: +2 Defense after a teleport: +29 Resist all after a teleport: +17% New effects duration reduction after a teleport: +19% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 fire Changes stats: +2 Mag Changes resistances penetration: +20% arcane Changes damage: +9% arcane Physical save: +18 (+5 eff.) Spell save: +12 (+2 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +9% temporal Changes resistances penetration: +5% blight Changes damage: +6% arcane Mental save: +6 (+1 eff.) Maximum mana: +60.00 A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Physical power: +8 (+2 eff.) Armour: +7 Defense: +11 (+3 eff.) Fatigue: +8% Changes stats: +4 Str Changes resistances: +6% mind Changes resistances penetration: +20% darkness Critical mult.: +17.00% Reduces incoming crit damage: 10.00% Mental save: +10 (+2 eff.) Stamina each turn: +1.00 See invisible: +6 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 332 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 Arrows are used with bows to pierce your foes to death. |
![]() 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere, costing 1 power out of 953/2018. A set of 2018 tiny explosive spheres. |
![]() 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 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 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. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances penetration: +5% mind Changes damage: +6% arcane Maximum mana: +100.00 Spell crit. chance: +4% It can be used to teleport randomly (rad 39), putting all charms on cooldown for 17 turns. 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 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 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 StackArcher the Thalore Archer level 16
6th Mirth 122nd year of Ascendancy at 16:09 see stats
By StackArcher the Thalore Archer level 65
55th Dusk 122nd year of Ascendancy at 18:13 see stats
By StackArcher the Thalore Archer level 34
6th Dusk 122nd year of Ascendancy at 10:08 see stats
By StackArcher the Thalore Archer level 21
1st Summertide 122nd year of Ascendancy at 16:55 see stats
By StackArcher the Thalore Archer level 33
2nd Dusk 122nd year of Ascendancy at 21:54 see stats
By StackArcher the Thalore Archer level 45
22nd Dusk 122nd year of Ascendancy at 23:43 see stats
By StackArcher the Thalore Archer level 57
42nd Dusk 122nd year of Ascendancy at 09:55 see stats
By StackArcher the Thalore Archer level 70
60th Dusk 122nd year of Ascendancy at 10:59 see stats
By StackArcher the Thalore Archer level 82
78th Dusk 122nd year of Ascendancy at 22:03 see stats
By StackArcher the Thalore Archer level 10
77th Pyre 122nd year of Ascendancy at 14:58 see stats
By StackArcher the Thalore Archer level 20
10th Mirth 122nd year of Ascendancy at 08:58 see stats
By StackArcher the Thalore Archer level 30
8th Flare 122nd year of Ascendancy at 04:26 see stats
By StackArcher the Thalore Archer level 40
14th Dusk 122nd year of Ascendancy at 15:09 see stats
By StackArcher the Thalore Archer level 50
31st Dusk 122nd year of Ascendancy at 07:57 see stats
By StackArcher the Thalore Archer level 33
3rd Dusk 122nd year of Ascendancy at 02:23 see stats
By StackArcher the Thalore Archer level 33
2nd Dusk 122nd year of Ascendancy at 22:12 see stats
By StackArcher the Thalore Archer level 1
74th Pyre 122nd year of Ascendancy at 12:18 see stats
By StackArcher the Thalore Archer level 33
2nd Dusk 122nd year of Ascendancy at 22:12 see stats
By StackArcher the Thalore Archer level 44
21st Dusk 122nd year of Ascendancy at 05:54 see stats
By StackArcher the Thalore Archer level 32
9th Flare 122nd year of Ascendancy at 04:48 see stats
Log
You gain 8.32 gold from the transmogrification of fearforged dwarven-steel mail armour of implacability (3 def, 15 armour).
You gain 24.22 gold from the transmogrification of elven-silk wizard hat 'Bleaksmasher' (3 def, 0 armour).
You gain 24.61 gold from the transmogrification of dwarven-steel helm 'Bethuma' (0 def, 4 armour).
You gain 3.78 gold from the transmogrification of hardened leather gloves of the verdant (0 def, 2 armour).
You gain 5.76 gold from the transmogrification of stormwoven linen robe (0 def, 0 armour).
You gain 5.48 gold from the transmogrification of silk robe of alchemy (3 def, 0 armour).
You gain 8.02 gold from the transmogrification of warbringer's coral trident of nature (12-19.2 power, 6 apr).
You gain 6.49 gold from the transmogrification of orichalcum trident of the mystic (52-83.2 power, 16 apr).
You gain 1.75 gold from the transmogrification of drakeskin leather sling.
You gain 7.46 gold from the transmogrification of summoner's vined mindstar of storms (4.5-4.95 power, 18 apr, mind damage).
You gain 6.31 gold from the transmogrification of absorbing vined mindstar of venom (5-5.5 power, 18 apr, nature damage).
You gain 6.15 gold from the transmogrification of elemental voratun mace (44-61.6 power, 6 apr).
You gain 2.90 gold from the transmogrification of quick steel longsword (14-19.6 power, 3 apr).
You gain 6.30 gold from the transmogrification of elemental voratun longsword (42.5-59.5 power, 6 apr).
You gain 8.24 gold from the transmogrification of thaloren yew longbow of true flight.
You gain 1.75 gold from the transmogrification of voratun greatmaul (65-97.5 power, 4 apr).
You gain 10.70 gold from the transmogrification of warbringer's voratun dagger of shearing (39-50.7 power, 9 apr).
You gain 4.45 gold from the transmogrification of mule's copper ring of warding.
You gain 2.52 gold from the transmogrification of lightning rune (483 lightning damage).
You gain 0.67 gold from the transmogrification of sun infusion (rad 9; power 22; turns 4; dispels darkness).
You gain 0.74 gold from the transmogrification of healing infusion (heal 81).
You gain 0.64 gold from the transmogrification of healing infusion (heal 49).
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.
StackArcher deactivates Venomous Ammunition.
StackArcher deactivates Aim.
StackArcher deactivates Precise Strikes.
StackArcher deactivates Intuitive Shots.
StackArcher deactivates Daunting Presence.