








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Steamtech UI 1.1.4 |
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 122 / 96% |
| Size | medium |
| Lifes / Deaths | Killed by luminous horror at level 8 on the 78th Pyre 122nd year of Ascendancy at 00:35 / 1 |
Primary Stats
| Strength | 254 (base 130) |
| Dexterity | 161 (base 130) |
| Constitution | 224 (base 130) |
| Magic | 189 (base 130) |
| Willpower | 166 (base 130) |
| Cunning | 193 (base 130) |
Resources
| Mana | 1963/1963 |
| Negative | 1008/1008 |
| Life | 14328/14328 |
| Paradox | 500 |
| Hate | 100/100 |
| Equilibrium | 0 |
| Vim | 959/959 |
| Positive | 918/918 |
| Stamina | 1188/1188 |
| Healing Factor | 2.0147208121827 |
| Regeneration | 634.18015288177 |
Speed
| Mental | +25.35366779488% |
| Attack | +2.7% |
| Movement | +53.81905374525% |
| Spell | +23.35366779488% |
| Global | +130.89136517483% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 14 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Barehand
| Damage | 621 |
| Accuracy | 124 |
| Crit Chance | 169% |
| APR | 74 |
| Speed | 0.48 |
Offense: Spell
| Spellpower | 165 |
| Crit Chance | 100% |
| Speed | 0.81067715121601 |
Offense: Mind
| Mindpower | 146 |
| Crit Chance | 100% |
| Speed | 0.97370983446933 |
Offense: Damage Bonus
| Acid | +49% |
| Physical | +105% |
| Cold | +49% |
| All | +25% |
| Darkness | +42% |
| Light | +194% |
| Temporal | +50% |
| Mind | +40% |
| Lightning | +88% |
| Fire | +200% |
| Nature | +37% |
Offense: Damage Penetration
| Cold | +38% |
| Lightning | +38% |
| Darkness | +10% |
| Temporal | +23% |
| Blight | +10% |
| Physical | +119% |
| Fire | +38% |
| Acid | +38% |
Defense: Base
| Armour (hardiness) | 83.5 (96.617647058824%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 92 |
| Spell Save | 105 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Physical | + 37%( 70%) |
| Cold | + 34%( 70%) |
| All | + 30%( 70%) |
| Lightning | + 34%( 70%) |
| Light | + 65%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 71% |
| Fear Resistance | 71% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| 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 mental or magical effect and reduce all damage taken by 40% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 975 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 29% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Technique / Finishing moves | 1.00 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 12/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 12/5 |
| 1/5 |
| 12/5 |
| 0/5 |
| Celestial / Combat | 1.00 |
| 12/5 |
| 1/5 |
| 12/5 |
| 12/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 12/5 |
| 12/5 |
| Cunning / Tactical | 1.00 |
| 12/5 |
| 12/5 |
| 1/5 |
| 12/5 |
| Cursed / Endless hunt | 1.00 |
| 12/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 12/5 |
| 12/5 |
| Technique / Pugilism | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
| Technique / Magical combat | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
| Celestial / Eclipse | 1.00 |
| 12/5 |
| 1/5 |
| 12/5 |
| 0/5 |
| Cunning / Shadow magic | 1.00 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
| Spell / Stone | 1.10 |
| 12/5 |
| 12/5 |
| 1/5 |
| 12/5 |
| Technique / Unarmed discipline | 1.00 |
| 12/5 |
| 12/5 |
| 1/5 |
| 12/5 |
| Corruption / Brutality | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 12/5 |
| 12/5 |
| 1/5 |
| 12/5 |
| Celestial / Radiance | 1.00 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 12/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
| Corruption / Vile life | 1.00 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 12/5 |
| 12/5 |
| 0/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
| Cunning / Scoundrel | 1.20 |
| 12/5 |
| 12/5 |
| 12/5 |
| 0/5 |
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Lacerating Strikes |
| talent | Striking Stance |
| talent | Flame of Urh'Rok |
| talent | Inner Power |
| talent | Crystalline Focus |
| talent | Searing Sight |
| talent | Shock Hands |
| talent | Chant of Light |
| talent | Arcane Feed |
| talent | Shadow Feed |
| talent | Stalk |
| talent | Daunting Presence |
| talent | Weapon of Wrath |
| talent | Corona |
| talent | Exploit Weakness |
| talent | Second Life |
| talent | Weapon Folding |
| talent | Elemental Discord |
| talent | Weapon of Light |
| beneficial effect | Countering melee attacks: Has a 78% chance to get an automatic counter attack when avoiding a melee attack. (2.9 counters remaining) Counter Attacking |
| beneficial effect | Has a 78% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (3.3 throws remaining) Grappling Defensively |
Quests
You successfully escorted the injured seer to the recall portal on level 11 of Infinite Dungeon. Escort: injured seer (level 11 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Infinite Dungeon. Escort: lone alchemist (level 2 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 9 of Infinite Dungeon. Escort: lone alchemist (level 9 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 29 of Infinite Dungeon. Escort: lost anorithil (level 29 of Infinite Dungeon)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 18 of Infinite Dungeon. Escort: lost sun paladin (level 18 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 26 of Infinite Dungeon. Escort: lost warrior (level 26 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Infinite Dungeon. Escort: lost warrior (level 3 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 14 of Infinite Dungeon. Escort: repented thief (level 14 of Infinite Dungeon)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 31 of Infinite Dungeon. Escort: temporal explorer (level 31 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Armevon the pair of hardened leather boots (Corpses) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease Damage when hit (Melee): 20 blight / 8 temporal Changes resistances penetration: +10% blight / +10% temporal Movement speed: +20% A pair of boots made of leather. |
| On hands | Samesta (Misfortune) (0 def, 3 armour)Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +4.0% Armour: +3 Damage (Melee): 15 fire Changes stats: +5 Cun / +6 Mag Changes resistances: +9% fire / +10% light / +9% darkness Changes damage: +15% mind / +10% fire Reduces incoming crit damage: 10.00% Life regen: +0.40 Mana each turn: +0.40 Spellpower: +16 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +16 arcane Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +15 fire / +50 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 7 cooldown : Effective talent level: 1.0 Power cost: 7 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 222.27 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Steel Helm of Garkul (Corpses) (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | dwarven-steel pickaxe of predation (Misfortune) (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | painweaver's voratun ring of light (+40%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Changes resistances: +40% light Changes damage: +20% light / +8% all Spellpower: +19 (+2 eff.) Mindpower: +20 (+3 eff.) Rings can have magical properties. |
| Around neck | starseer's stralite amulet of manastreaming (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Mag Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Mana each turn: +0.43 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
| Main armor | ancient silk robe of power (Nightmares) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag Changes resistances penetration: +13% temporal / +10% physical Changes damage: +17% physical / +17% temporal / +17% all Spellpower: +17 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | nightwalker's alchemist's lamp of health (Corpses)Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +4 Wil Critical mult.: +10.00% Maximum life: +50.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | Wrap of Stone (Nightmares) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+0 eff.) It can be used to activate talent Stone Wall (costing 21 power out of 60/60) : Effective talent level: 1.2 Power cost: 21 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 14 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 530.66 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around waist | Eclipsetyphoon the hardened leather belt (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness Changes damage: +9% darkness Physical save: +11 (+3 eff.) Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
Inventory
wild infusion of the warrior (resist 55%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 55% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. 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. |
2 Ancient Tome titled 'Gems and their uses'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. |
Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 350 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
The Black Core (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
wanderer's gold amulet of the eclipse (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 10% chance to blind Changes stats: +7 Dex / +6 Cun / +6 Con Changes damage: +7% light / +10% darkness Life regen: +0.80 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
Star (Nightmares) (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Curse of Nightmares Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Telos's Staff (Bottom Half) (Misfortune)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Misfortune The bottom part of Telos' broken staff. |
Emblem of Evasion (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 11 power out of 30/30) : Effective talent level: 4.8 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 76 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Mighty Girdle (Nightmares)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +0.00 Size category: +0 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
monstrous hardened leather belt of burglary (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +5 Str / +5 Dex / +5 Cun / +5 Con / +8 Lck Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +10 (+2 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
skylord's hardened leather belt of burglary (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +9 Dex / +5 Wil / +10 Cun / +8 Lck Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +16 (+4 eff.) Spell save: +16 (+2 eff.) Mental save: +16 (+4 eff.) Infravision radius: +5 A belt that goes around your waist. |
ancient elven-silk robe of Linaniil (Misfortune) (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Mag Changes resistances penetration: +6% temporal / +12% physical Changes damage: +11% temporal / +15% physical Mana each turn: +0.31 Maximum mana: +86.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +10% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of power (Shrouds) (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Cun Changes damage: +19% all Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +20 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderfeet (Shrouds) (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. 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. |
Dragon-helm of Kroltar (Shrouds) (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 16 power out of 45/45) : Effective talent level: 2.0 Power cost: 16 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Guderab the voratun helm (Madness) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 blight / 10 physical Changes stats: +10 Str / +5 Dex / +4 Wil / +5 Cun / +5 Con Changes resistances: +15% acid / -38% light / +14% fire / +11% lightning / +15% cold Changes damage: +9% blight Grants telepathy: Demon/Minor Demon/Major Life regen: +6.10 Maximum psi: +30.00 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.6 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 3865.7 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (Misfortune) (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
The Untouchable (Madness) (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
736 alchemist agate (Madness)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. |
25 onyx0.00 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. |
Windborne AzuritePowered 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% Air currents swirl around this bright blue jewel. |
8 aquamarine0.00 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. |
21 lapis lazuli0.00 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. |
15 opal0.00 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. |
19 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 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. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
31 emerald0.00 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. |
11 jade0.00 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. |
21 turquoise0.00 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. |
alchemist's lamp of corpselight (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +10% blight / +11% darkness Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Light radius: +3 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 69 blight damage or heals 82 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing alchemist's lamp of the sun (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes resistances: +10% darkness Changes resistances penetration: +11% all Changes damage: +11% light Damage affinity(heal): +5% light Light radius: +8 It can be used to activate talent Sun Flare, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 366.63 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
10 bloodstone0.00 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. |
9 fire opal0.00 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. |
23 garnet0.00 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. |
20 ruby0.00 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. |
Transmogrification ChestPowered 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. |
16 amethyst0.00 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. |
14 diamond0.00 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. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 pearl0.00 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. |
29 quartz0.00 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. |
14 amber0.00 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. |
Achievements
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By How do I be OP? the Cornac Adventurer level 67
32nd Dusk 122nd year of Ascendancy at 02:51 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By How do I be OP? the Cornac Adventurer level 59
25th Dusk 122nd year of Ascendancy at 00:30 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By How do I be OP? the Cornac Adventurer level 60
26th Dusk 122nd year of Ascendancy at 14:22 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By How do I be OP? the Cornac Adventurer level 35
8th Flare 122nd year of Ascendancy at 09:37 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By How do I be OP? the Cornac Adventurer level 59
24th Dusk 122nd year of Ascendancy at 22:42 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By How do I be OP? the Cornac Adventurer level 65
29th Dusk 122nd year of Ascendancy at 22:45 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By How do I be OP? the Cornac Adventurer level 30
3rd Flare 122nd year of Ascendancy at 13:27 see stats
Infinite x20 (Exploration mode)
Got to level 20 of the infinite dungeon.By How do I be OP? the Cornac Adventurer level 46
10th Dusk 122nd year of Ascendancy at 10:45 see stats
Infinite x30 (Exploration mode)
Got to level 30 of the infinite dungeon.By How do I be OP? the Cornac Adventurer level 61
27th Dusk 122nd year of Ascendancy at 19:23 see stats
Infinite x40 (Exploration mode)
Got to level 40 of the infinite dungeon.By How do I be OP? the Cornac Adventurer level 75
39th Dusk 122nd year of Ascendancy at 02:18 see stats
Infinite x50 (Exploration mode)
Got to level 50 of the infinite dungeon.By How do I be OP? the Cornac Adventurer level 92
45th Dusk 122nd year of Ascendancy at 21:52 see stats
Infinite x60 (Exploration mode)
Got to level 60 of the infinite dungeon.By How do I be OP? the Cornac Adventurer level 112
53rd Dusk 122nd year of Ascendancy at 12:07 see stats
Level 10 (Exploration mode)
Got a character to level 10.By How do I be OP? the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 22:29 see stats
Level 20 (Exploration mode)
Got a character to level 20.By How do I be OP? the Cornac Adventurer level 20
10th Mirth 122nd year of Ascendancy at 07:49 see stats
Level 30 (Exploration mode)
Got a character to level 30.By How do I be OP? the Cornac Adventurer level 30
3rd Flare 122nd year of Ascendancy at 07:27 see stats
Level 40 (Exploration mode)
Got a character to level 40.By How do I be OP? the Cornac Adventurer level 40
3rd Dusk 122nd year of Ascendancy at 08:15 see stats
Level 50 (Exploration mode)
Got a character to level 50.By How do I be OP? the Cornac Adventurer level 50
13rd Dusk 122nd year of Ascendancy at 08:57 see stats
Merry wintertide! (Exploration mode)
Finish the Santascape event and free the little helper elves.By How do I be OP? the Cornac Adventurer level 45
8th Dusk 122nd year of Ascendancy at 07:40 see stats
Santassacre! (Exploration mode)
Killed the little helper elves after saving them!By How do I be OP? the Cornac Adventurer level 45
8th Dusk 122nd year of Ascendancy at 07:47 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By How do I be OP? the Cornac Adventurer level 54
18th Dusk 122nd year of Ascendancy at 10:47 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By How do I be OP? the Cornac Adventurer level 32
5th Flare 122nd year of Ascendancy at 06:43 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By How do I be OP? the Cornac Adventurer level 35
8th Flare 122nd year of Ascendancy at 02:32 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By How do I be OP? the Cornac Adventurer level 25
3rd Summertide 122nd year of Ascendancy at 14:04 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By How do I be OP? the Cornac Adventurer level 75
38th Dusk 122nd year of Ascendancy at 19:14 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By How do I be OP? the Cornac Adventurer level 44
4th Dusk 122nd year of Ascendancy at 12:22 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By How do I be OP? the Cornac Adventurer level 18
8th Mirth 122nd year of Ascendancy at 13:38 see stats
Log
How do I be OP? deactivates Shadow Combat.
How do I be OP? deactivates Elemental Discord.
How do I be OP? deactivates Exploit Weakness.
How do I be OP? deactivates Arcane Feed.
How do I be OP? deactivates Flame of Urh'Rok.
How do I be OP? deactivates Shock Hands.
How do I be OP? deactivates Weapon of Wrath.
How do I be OP? deactivates Chant of Light.
How do I be OP? deactivates Inner Power.
How do I be OP? deactivates Searing Sight.
How do I be OP? deactivates Weapon Folding.
How do I be OP? deactivates Striking Stance.
How do I be OP? deactivates Crystalline Focus.
How do I be OP? deactivates Daunting Presence.
How do I be OP? deactivates Shadow Feed.
How do I be OP? deactivates Stalk.
How do I be OP? deactivates Weapon of Light.
How do I be OP? deactivates Arcane Combat.
How do I be OP? deactivates Second Life.
How do I be OP? deactivates Lacerating Strikes.
How do I be OP? deactivates Corona.
















































































































































































