








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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 | Insane Adventure |
Sex | Male |
Race | Whitehoof |
Class | Archmage |
Level / Exp | 20 / 50% |
Size | medium |
Lifes / Deaths | Killed by Animated arcing iron longsword of vileness at level 3 on the 75th Pyre 122nd year of Ascendancy at 19:59 1 / 4Killed by Rat Lich at level 7 on the 1st Mirth 122nd year of Ascendancy at 19:24 Killed by Rat Lich at level 7 on the 2nd Mirth 122nd year of Ascendancy at 00:23 Killed by Emuwen the honey tree at level 19 on the 7th Flare 122nd year of Ascendancy at 09:38 |
Primary Stats
Strength | 25 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 13 (base 11) |
Magic | 63 (base 48) |
Willpower | 50 (base 48) |
Cunning | 18 (base 11) |
Resources
Life | 496/496 |
Mana | 348/348 |
Healing Factor | 1.0283363011316 |
Regeneration | 6.4271018820724 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +105% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 27 |
Accuracy | 5 |
Crit Chance | 5% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Blight | +29% |
Arcane | +26% |
Cold | +27% |
All | +17% |
Lightning | +32% |
Temporal | +29% |
Physical | +22% |
Fire | +81% |
Darkness | +32% |
Offense: Damage Penetration
Blight | -15% |
All | -20% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 24 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 29 |
Mental Save | 24 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 38%( 70%) |
All | + 9%( 70%) |
Lightning | + 20%( 70%) |
Temporal | + 14%( 70%) |
Physical | + 20%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 56%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 10% |
Poison Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 10% |
Stun Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 355 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (58 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 108.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Phantasmal Shield |
talent | Disruption Shield |
talent | Feather Wind |
talent | Shielding |
talent | Arcane Power |
detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
beneficial effect | You have 4 charges. Death Momentum |
beneficial effect | Infinite Dungeon Challenge (Level 19): Exterminator Challenge |
Quests
Proceed directly to the next Infinite Dungeon level in less than 104 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (104)Turns left: 17 You completed the challenge and received: Random Artifact: Nimbusblood (20/20, 88% power, 2 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 11): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorFoes left: 45 | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 6): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): PacifistYou completed the challenge and received: +3 Stat Points and +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 | ![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 90 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +3% temporal other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +3% cold When Hit 6 cold other ------- See Invisibility +6 Sting an enemy dealing 417 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 56. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +1% Damage +11% fire defense ------ Resistance +9% lightning +22% fire +6% darkness Life +60.00 Confus Resist +10% Stun Resist +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Str defense ------ Armor +6 Resistance +3% lightning +3% temporal +6% nature Life Regen +4.00 Stun Resist +20% Teleport Resist +10% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +2 (+1 eff.) defense ------ Defense +9 (+4 eff.) Mind save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% lightning +15% fire +9% arcane Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 other ------- Mana/turn +0.10 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 211.06 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +8% acid +5% physical +15% darkness +12% blight +7% cold +10% fire +5% all When Hit 4 arcane defense ------ Resistance +12% acid +12% physical +12% blight +12% cold +12% fire +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Nature/Master While equipped: Stats +1 Cun +2 Dex defense ------ Life +33.00 A stylish kruk-style cloak, to look awesome. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +1 Con offense ------ Damage +6% temporal defense ------ Resistance +1% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Con offense ------ Ignore Armor +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +2 Mag offense ------ Spell Crit +5% Spellpower +11 (+4 eff.) Mindpower +5 (+2 eff.) Ignore resists +10% arcane other ------- Max psi +10.00 Max vim +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+4 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Damage +9% acid +3% blight On-Hit (Melee): * 10% chance to reduce armor by 35% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +23.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +6% cold +15% fire Ignore resists +15% cold defense ------ Armor +5 Defense +4 (+2 eff.) other ------- Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag +1 Wil offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +10% fire other ------- Max mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature defense ------ Resistance +6% blight +7% all Life +40.00 Life Regen +1.60 Healmod +10% Poison Resist +20% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Physical Crit +3.0% Critical power +10.00% Ignore Armor +1 defense ------ Armor +3 Crit Resistance 5.00% Physical save +6 (+6 eff.) Spell save +7 (+4 eff.) Mind save +7 (+4 eff.) Unlife -40.00 life Silence Resist +20% Stun Resist +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Resistance +5% arcane Life +20.00 Life Regen +2.00 Silence Resist +20% other ------- Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +5% cold other ------- Stamina/turn +0.50 Max stamina +10.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ Damage +3% physical Accuracy +5 (+5 eff.) defense ------ Armor +1 Unlife -60.00 life Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 lightning Damage +3% lightning Accuracy +10 (+10 eff.) defense ------ Armor +1 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% mind defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+6 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+7 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+7 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 113% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kabron the Whitehoof Archmage level 10
7th Mirth 122nd year of Ascendancy at 13:23 see stats
By Kabron the Whitehoof Archmage level 11
10th Mirth 122nd year of Ascendancy at 00:31 see stats
By Kabron the Whitehoof Archmage level 10
6th Mirth 122nd year of Ascendancy at 07:50 see stats
By Kabron the Whitehoof Archmage level 20
8th Flare 122nd year of Ascendancy at 06:35 see stats
By Kabron the Whitehoof Archmage level 20
6th Dusk 122nd year of Ascendancy at 11:36 see stats
By Kabron the Whitehoof Archmage level 13
2nd Summertide 122nd year of Ascendancy at 07:58 see stats
Log
You gain 12.04 gold from the transmogrification of Sepsismoon the linen wizard hat (1 def, 0 armour).
You gain 2.25 gold from the transmogrification of blighted hardened leather gloves of dexterity (+2) (0 def, 2 armour).
You gain 1.90 gold from the transmogrification of silk robe of power (0 def, 0 armour).
You gain 1.37 gold from the transmogrification of nightruned rough leather belt of carrying.
You gain 19.88 gold from the transmogrification of Zerirab (114% power, 3 apr).
You gain 2.39 gold from the transmogrification of potent ash magestaff of might (117% power, 3 apr, fire element).
You gain 11.34 gold from the transmogrification of Thundershear (117% power, 3 apr, blight element).
You gain 2.95 gold from the transmogrification of steady hardened leather sling of lightning.
You gain 3.42 gold from the transmogrification of mighty hardened leather sling of lightning.
You gain 1.42 gold from the transmogrification of horrifying vined mindstar (87% power, 18 apr, nature damage).
You gain 0.70 gold from the transmogrification of steel mace of massacre (120% power, 3 apr).
You gain 2.90 gold from the transmogrification of thought-forged steel longsword of projection (108% power, 3 apr).
You gain 2.89 gold from the transmogrification of flaming steel longsword of daylight (116% power, 3 apr).
You gain 3.22 gold from the transmogrification of balanced dwarven-steel longsword (125% power, 4 apr).
You gain 10.28 gold from the transmogrification of Eilinerinor (126% power, 4 apr).
You gain 10.33 gold from the transmogrification of Nerubrewe the Splendourreign.
You gain 0.50 gold from the transmogrification of steel greatsword (129% power, 2 apr).
You gain 3.07 gold from the transmogrification of thought-forged steel dagger of erosion (102% power, 6 apr).
You gain 2.30 gold from the transmogrification of hateful steel dagger of massacre (111% power, 6 apr).
You gain 0.95 gold from the transmogrification of dwarven-steel dagger of massacre (131% power, 7 apr).
You gain 2.97 gold from the transmogrification of balanced steel dagger of massacre (117% power, 6 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (123% power, 2 apr).
You gain 4.00 gold from the transmogrification of balanced dwarven-steel battleaxe of massacre (150% power, 2 apr).
You gain 12.69 gold from the transmogrification of Betidann the dwarven-steel battleaxe (142% power, 2 apr).
Personal New Achievement: Treasure Hoarder (Insane (Adventure) difficulty)!
You gain 25.00 gold from the transmogrification of Salena.
You gain 14.39 gold from the transmogrification of Splendoursin.
You gain 1.15 gold from the transmogrification of healing infusion of the duelist (heal 72; cd 15).
Accepted quest 'Infinite Dungeon Challenge (Level 19): Exterminator'! (Press 'j' to see the quest log)
Quest 'Infinite Dungeon Challenge (Level 18): Exterminator' is failed! (Press 'j' to see the quest log)