











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Exponential Leveling Based More Points 1.4.3 Items Vault 1.5.0Donators/Buyers bonus! 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 Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. |
Campaign | Infinite |
Mode | Madness Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 56 / 80% |
Size | medium |
Lifes / Deaths | Killed by Arossra the elven cultist at level 24 on the 78th Pyre 122nd year of Ascendancy at 18:29 5 / 3Killed by Salulemira the orc warrior at level 46 on the 5th Mirth 122nd year of Ascendancy at 15:02 Killed by Iszoa the uruivellas at level 56 on the 8th Mirth 122nd year of Ascendancy at 14:46 |
Primary Stats
Strength | 67 (base 65) |
Dexterity | 84 (base 65) |
Constitution | 83 (base 65) |
Magic | 86 (base 65) |
Willpower | 80 (base 65) |
Cunning | 99 (base 65) |
Resources
Mana | 780/780 |
Psi | 503/503 |
Life | 1081/1081 |
Stamina | 465/465 |
Hate | 100/100 |
Healing Factor | 1.4328063241107 |
Regeneration | 20.555257974187 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 86.903652011502 |
See Invisible | 104.9036520115 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 124 |
Accuracy | 71 |
Crit Chance | 55% |
APR | 38 |
Speed | 1.00 |
Offense: Offhand
Damage | 67 |
Accuracy | 71 |
Crit Chance | 61% |
APR | 32 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 53% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Light | +9% |
Physical | +5% |
Arcane | +26% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Blight | +20% |
Defense: Base
Armour (hardiness) | 98.723073231957 (93.924050632911%) |
Defense | 41 |
Ranged Defense | 46 |
Fatigue | 34 |
Physical Save | 59.5 |
Spell Save | 67.5 |
Mental Save | 63 |
Defense: Resistances
Acid | + 53%( 85%) |
Blight | + 37%( 85%) |
Physical | + 31%( 85%) |
Cold | + 77%( 85%) |
All | + 16%( 85%) |
Darkness | + 33%( 85%) |
Mind | + 37%( 85%) |
Fire | + 27%( 85%) |
Lightning | + 42%( 85%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 15% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Pinning Resistance | 5% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 349 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Force of will | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You failed to protect the injured seer from death by Adewen the elven blood mage. Escort: injured seer (level 7 of Infinite Dungeon) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 5)You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 4) | failed |
Leave the level in less than 129 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (129) (Level 9)Turns left: 58 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 141 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (141) (Level 10)Turns left: 6 You completed the challenge and received: +1 Class Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() 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. |
Quiver | ![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
On hands | ![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Damage (Melee): 11 acid Damage when hit (Melee): 12 arcane / 8 blight Changes stats: +5 Mag Changes resistances: +8% acid Changes damage: +6% acid / +8% arcane / +9% mind Critical mult.: +11.00% Mana each turn: +0.16 Spell crit. chance: +14% Mental crit. chance: +12% Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 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. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Dex Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Dex / +2 Mag / +3 Cun Changes resistances: +1% physical Spell save: +3 (+0 eff.) Mental save: +12 (+3 eff.) Life regen: +0.20 Lowers spell cool-downs by: 10% Movement speed: +20% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 1.3 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 69% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +10 Dex / +7 Cun / +4 Con Changes resistances: +18% lightning Grants telepathy: Demon/Minor Demon/Major Light radius: +1 Infravision radius: +2 Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 22 power out of 50/50) : Effective talent level: 2.6 Power cost: 22 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 35 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +25% mind Changes resistances penetration: +20% blight Changes damage: +12% arcane Spell save: +19 (+1 eff.) Confusion immunity: +50% Mana when firing critical spell: +3.00 Spellpower: +18 (+4 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +94 insidious poison When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 blight Changes damage: +9% light / +6% arcane Light radius: +3 Curse of Nightmares Blunt and deadly. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+3 eff.) Physical save: +11 (+1 eff.) Mental save: +6 (+1 eff.) Spellpower: +3 (+1 eff.) Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+5 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Curse of Shrouds Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Str / +4 Con Changes resistances: +16% cold Light radius: +2 See invisible: +18 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+3 eff.) Fatigue: +26% Changes resistances: +36% acid / +17% physical / +37% cold / +13% lightning / +13% fire Spell save: +20 (+1 eff.) Mental save: +3 (+0 eff.) Disease immunity: +5% Disarm immunity: +15% Pinning immunity: +5% Stun/Freeze immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness A suit of armour made of metal plates. |
Inventory
![]() sun infusion (rad 6; power 21; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() acid wave rune (183 acid damage; disarm 5 turns with power 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 183.38 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune (range 67) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 67 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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 / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
![]() thunderous voratun battleaxe of massacre (Shrouds) (74.5-111.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 74.5 - 111.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances penetration: +17% lightning Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +12 lightning When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% acid / +18% lightning Changes resistances penetration: +10% lightning / +10% acid Curse of Madness Sharp, long, and deadly. |
![]() ash magestaff of blasting (Nightmares) (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +13 (+3 eff.) Spell crit. chance: +9% Curse of Nightmares It can be used to unleash an elemental blastwave, dealing 67.95 to 81.54 cold damage in a radius 3 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() arcing blue-steel trident of amnesia (Corpses) (19-30.4 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +14 lightning When wielded/worn: Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() blazebringer's voratun waraxe of massacre (Corpses) (47-65.8 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +16 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +6% Curse of Corpses One-handed war axes. |
![]() plaguebringer's voratun waraxe of massacre (Misfortune) (46-64.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +19 blight When wielded/worn: Disease immunity: +27% Curse of Misfortune One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
![]() Skytitan the drakeskin leather belt (Shrouds) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Mag / +6 Wil Changes resistances: +15% fire / +5% arcane / +13% cold Changes resistances penetration: +20% arcane Changes damage: +18% lightning / +6% fire / +12% arcane Maximum life: +129.00 Maximum mana: +79.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +37.00 Maximum vim: +40.00 Maximum pos.energy: +38.00 Maximum neg.energy: +39.00 Spell crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +20 Curse of Shrouds A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Wil / +1 Cun Mental save: +6 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() ancient woollen robe of Angolwen (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +8 Mag / +3 Wil Changes resistances penetration: +9% temporal / +8% physical Changes damage: +9% temporal / +11% physical Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +9 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +11 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient woollen robe of protection (Nightmares) (4 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Changes stats: +5 Mag Changes resistances penetration: +6% temporal / +8% physical Changes damage: +9% temporal / +10% physical Physical save: +21 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +11 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Infravision radius: +1 Curse of Madness A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +10% acid Changes damage: +9% acid / +6% fire Physical save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +31% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Sludgegrip (Corpses) (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Curse of Corpses These gloves are coated with a thick, green liquid. |
![]() Spellhunt Remnants (Nightmares) (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+0 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Strikespar the voratun gauntlets (Misfortune) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Changes resistances: +6% blight Changes resistances penetration: +20% temporal Changes damage: +24% blight Mental save: -5 (-2 eff.) Mindpower: +10 (+4 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +11 (+2 eff.) Armour: +7 Damage (Melee): 7 lightning Changes stats: +4 Str Changes resistances: +7% lightning / +6% blight Changes damage: +5% lightning Mental save: +7 (+1 eff.) Stamina each turn: +0.40 Maximum life: +54.00 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Light radius: +2 Infravision radius: +2 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +15% light Changes resistances penetration: +5% lightning / +20% light Changes damage: +21% light / +9% lightning Light radius: +3 Curse of Corpses A suit of armour made of mail. |
![]() Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +16% temporal Changes resistances penetration: +15% arcane Changes damage: +6% mind / +6% arcane Curse of Madness A suit of armour made of leather. |
![]() radiant drakeskin leather armour of resilience (Misfortune) (5 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +4 Wil Changes resistances: +25% blight / +15% darkness Maximum life: +53.00 Light radius: +2 Curse of Misfortune A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of the wind (Madness) (15 def, 19 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Armour: +19 Defense: +15 (+5 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 8 fire Changes resistances: +21% fire / +22% physical Stamina each turn: +1.20 Activating this item is instant. Curse of Madness It can be used to activate talent Second Wind, placing all other charms into a 19 cooldown : Effective talent level: 5.2 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 204 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 8 mind Changes stats: +1 Str / +2 Cun Changes resistances: +16% acid Mental crit. chance: +1% Curse of Shrouds A suit of armour made of metal plates. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +5% physical Physical save: +11 (+1 eff.) Curse of Nightmares A suit of armour made of metal plates. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +76 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 12 fire Changes resistances: +6% blight / +2% physical / +15% darkness / +20% cold Talent granted: +3 Block Mental save: +15 (+3 eff.) Poison immunity: +20% Curse of Madness Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +196 When wielded/worn: Armour: +3 Defense: +20 (+7 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Changes resistances: +25% lightning Talent granted: +5 Block Deflect projectiles away: +9% Curse of Shrouds Handheld deflection devices. |
![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 10.0 - 12.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +46 Burst (radius 1) on hit: +8 darkness When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +3% temporal Changes damage: +12% darkness Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +72 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +17% acid Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
![]() sentry's quiver of ash arrows of torment (44/44, 31-43.4 power, 16 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 31.0 - 43.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +1.5% Capacity: 44 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to torment the target Damage (Ranged): +14 mind / +17 darkness Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 40 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 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: 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 Eric the Lich Adventurer level 55
8th Mirth 122nd year of Ascendancy at 10:31 see stats
By Eric the Shalore Adventurer level 10
75th Pyre 122nd year of Ascendancy at 02:48 see stats
By Eric the Shalore Adventurer level 20
77th Pyre 122nd year of Ascendancy at 07:10 see stats
By Eric the Lich Adventurer level 30
1st Mirth 122nd year of Ascendancy at 09:24 see stats
By Eric the Lich Adventurer level 40
4th Mirth 122nd year of Ascendancy at 15:59 see stats
By Eric the Lich Adventurer level 50
7th Mirth 122nd year of Ascendancy at 05:34 see stats
By Eric the Shalore Adventurer level 24
78th Pyre 122nd year of Ascendancy at 18:29 see stats
By Eric the Lich Adventurer level 30
1st Mirth 122nd year of Ascendancy at 16:17 see stats
By Eric the Shalore Adventurer level 9
75th Pyre 122nd year of Ascendancy at 00:40 see stats
By Eric the Lich Adventurer level 47
5th Mirth 122nd year of Ascendancy at 21:03 see stats
By Eric the Lich Adventurer level 36
3rd Mirth 122nd year of Ascendancy at 15:43 see stats
Log
Silyrin the lesser vampire hits Eric for 80 to psi, 120 darkness (200 total damage).
Eric slows down.
Islethra the ancient elven mummy resists!
Something hits Islethra the ancient elven mummy for 358 arcane damage.
Iszoa the uruivellas uses Stunning Blow.
You have deflected 37 incoming damage!
Your hatred grows even as your life fades! (+29 hate)
Eric is no longer being stalked by Iszoa the uruivellas.
Iszoa the uruivellas resists the mind attack!
Eric resists the stunning blow!
Eric converts some damage to Psi!
Eric hits Iszoa the uruivellas for 20 blight, 14 mind, 15 arcane (50 total damage).
Iszoa the uruivellas hits Eric for (37 deflected), 46 to psi, 614 physical (660 total damage).
Eric the level 56 lich adventurer was punctured to death by Iszoa the uruivellas on level 10 of Infinite Dungeon.
You have 5 life(s) left.
Eric deactivates Beyond the Flesh.
Eric is no longer cursed.
Eric speeds up.
Quest 'Infinite Dungeon Challenge: Rush Hour (141) (Level 10)' is done! (Press 'j' to see the quest log)
Eric has received: +1 Class Point.
Quest 'Infinite Dungeon Challenge: Rush Hour (141) (Level 10)' completed! (Press 'j' to see the quest log)
Eric deactivates Total Thuggery.
Eric deactivates Deflection.
Eric deactivates Shield Wall.
Eric rearms.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Iszoa the uruivellas killed Eric!
Saving done.