Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Steamtech UI 1.1.4 Verdant Class Pack 1.2.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Superhuman |
Class | Adventurer |
Level / Exp | 18 / 54% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 5 on the 76th Pyre 122nd year of Ascendancy at 22:01 / 72Killed by lava floor at level 5 on the 76th Pyre 122nd year of Ascendancy at 22:13 Killed by orc necromancer at level 5 on the 76th Pyre 122nd year of Ascendancy at 22:27 Killed by orc pyromancer at level 5 on the 76th Pyre 122nd year of Ascendancy at 22:30 Killed by fiery orc wyrmic at level 6 on the 76th Pyre 122nd year of Ascendancy at 22:58 Killed by skeleton mage at level 6 on the 76th Pyre 122nd year of Ascendancy at 23:17 Killed by orc necromancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:16 Killed by degenerated skeleton warrior at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:20 Killed by orc necromancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:26 Killed by orc necromancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:33 Killed by orc pyromancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:45 Killed by degenerated skeleton warrior at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:53 Killed by skeleton mage at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:00 Killed by orc necromancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:08 Killed by skeleton mage at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:12 Killed by skeleton mage at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:23 Killed by orc necromancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:27 Killed by skeleton mage at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:47 Killed by skeleton warrior at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:51 Killed by skeleton warrior at level 6 on the 77th Pyre 122nd year of Ascendancy at 01:53 Killed by orc cryomancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 02:00 Killed by skeleton mage at level 6 on the 77th Pyre 122nd year of Ascendancy at 02:15 Killed by skeleton mage at level 6 on the 77th Pyre 122nd year of Ascendancy at 02:44 Killed by orc elite berserker at level 6 on the 77th Pyre 122nd year of Ascendancy at 03:48 Killed by orc elite berserker at level 6 on the 77th Pyre 122nd year of Ascendancy at 04:47 Killed by orc cryomancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 06:02 Killed by orc cryomancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 07:04 Killed by orc elite berserker at level 6 on the 77th Pyre 122nd year of Ascendancy at 07:39 Killed by orc elite berserker at level 6 on the 77th Pyre 122nd year of Ascendancy at 08:16 Killed by orc elite berserker at level 6 on the 77th Pyre 122nd year of Ascendancy at 09:17 Killed by orc cryomancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 10:23 Killed by orc cryomancer at level 6 on the 77th Pyre 122nd year of Ascendancy at 12:26 Killed by Siloretta the skeleton warrior at level 8 on the 78th Pyre 122nd year of Ascendancy at 10:42 Killed by Siloretta the skeleton warrior at level 8 on the 78th Pyre 122nd year of Ascendancy at 11:16 Killed by Xussra the vampire rat at level 9 on the 79th Pyre 122nd year of Ascendancy at 02:10 Killed by Aeremira the lesser vampire at level 9 on the 79th Pyre 122nd year of Ascendancy at 05:11 Killed by Xussra the vampire rat at level 9 on the 79th Pyre 122nd year of Ascendancy at 06:24 Killed by Cyroseldakira the elder vampire at level 10 on the 79th Pyre 122nd year of Ascendancy at 09:14 Killed by Cyroseldakira the elder vampire at level 10 on the 79th Pyre 122nd year of Ascendancy at 09:56 Killed by Cyroseldakira the elder vampire at level 10 on the 79th Pyre 122nd year of Ascendancy at 10:37 Killed by human guard at level 10 on the 79th Pyre 122nd year of Ascendancy at 22:13 Killed by multi-hued drake at level 10 on the 79th Pyre 122nd year of Ascendancy at 23:20 Killed by multi-hued drake at level 11 on the 79th Pyre 122nd year of Ascendancy at 23:47 Killed by naga myrmidon at level 11 on the 1st Mirth 122nd year of Ascendancy at 02:00 Killed by skeleton mage at level 11 on the 1st Mirth 122nd year of Ascendancy at 04:34 Killed by Filio Flightfond at level 12 on the 1st Mirth 122nd year of Ascendancy at 06:33 Killed by luminous horror at level 12 on the 1st Mirth 122nd year of Ascendancy at 07:21 Killed by Filio Flightfond at level 12 on the 1st Mirth 122nd year of Ascendancy at 08:30 Killed by skeleton warrior at level 12 on the 1st Mirth 122nd year of Ascendancy at 11:30 Killed by elven corruptor at level 12 on the 1st Mirth 122nd year of Ascendancy at 12:23 Killed by skeleton mage at level 13 on the 3rd Mirth 122nd year of Ascendancy at 03:12 Killed by armoured skeleton warrior at level 14 on the 3rd Mirth 122nd year of Ascendancy at 03:52 Killed by armoured skeleton warrior at level 14 on the 3rd Mirth 122nd year of Ascendancy at 07:17 Killed by ghoul at level 14 on the 3rd Mirth 122nd year of Ascendancy at 07:45 Killed by shadow at level 14 on the 3rd Mirth 122nd year of Ascendancy at 09:10 Killed by shadow at level 14 on the 3rd Mirth 122nd year of Ascendancy at 09:28 Killed by blood lich at level 14 on the 3rd Mirth 122nd year of Ascendancy at 10:16 Killed by shadow at level 14 on the 3rd Mirth 122nd year of Ascendancy at 10:52 Killed by shadow at level 14 on the 3rd Mirth 122nd year of Ascendancy at 11:14 Killed by shadow at level 14 on the 3rd Mirth 122nd year of Ascendancy at 11:52 Killed by shadow at level 14 on the 3rd Mirth 122nd year of Ascendancy at 12:24 Killed by shadow at level 14 on the 3rd Mirth 122nd year of Ascendancy at 13:00 Killed by dúathedlen at level 15 on the 3rd Mirth 122nd year of Ascendancy at 15:32 Killed by elven guard at level 15 on the 3rd Mirth 122nd year of Ascendancy at 19:17 Killed by shadow at level 16 on the 4th Mirth 122nd year of Ascendancy at 22:19 Killed by shadow at level 16 on the 4th Mirth 122nd year of Ascendancy at 23:15 Killed by shadow at level 16 on the 4th Mirth 122nd year of Ascendancy at 23:59 Killed by shadow at level 16 on the 5th Mirth 122nd year of Ascendancy at 00:37 Killed by shadow at level 16 on the 5th Mirth 122nd year of Ascendancy at 01:10 Killed by shadow at level 16 on the 5th Mirth 122nd year of Ascendancy at 01:55 Killed by shadow at level 16 on the 5th Mirth 122nd year of Ascendancy at 06:40 Killed by Salosenor the black ooze at level 17 on the 5th Mirth 122nd year of Ascendancy at 22:43 |
Primary Stats
Strength | 72 (base 46) |
Dexterity | 28 (base 16) |
Constitution | 63 (base 45) |
Magic | 24 (base 12) |
Willpower | 25 (base 12) |
Cunning | 22 (base 12) |
Resources
Life | 1144/1144 |
Mana | 277/277 |
Stamina | 188/188 |
Healing Factor | 1.21 |
Regeneration | 16.263291879072 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
Offense: Mainhand
Damage | 95 |
Accuracy | 42 |
Crit Chance | 22% |
APR | 20 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9.3333333333333 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 23.15 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 51.8 (92%) |
Defense | 47.766666666667 |
Ranged Defense | 51.433333333333 |
Fatigue | 42 |
Physical Save | 43.333333333333 |
Spell Save | 57.633333333333 |
Mental Save | 39.1 |
Defense: Resistances
All | + 18%( 70%) |
Defense: Immunities
Knockback Resistance | 0% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Countering melee attacks: Has a 29% chance to get an automatic counter attack when avoiding a melee attack. (1.3 counters remaining) Counter Attacking |
Quests
You successfully escorted the lone alchemist to the recall portal on level 10 of Infinite Dungeon. Escort: lone alchemist (level 10 of Infinite Dungeon)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 11 of Infinite Dungeon. Escort: lone alchemist (level 11 of Infinite Dungeon)As a reward you improved Dexterity by +1. | done |
Escort the lost anorithil to the recall portal on level 12 of Infinite Dungeon. Escort: lost anorithil (level 12 of Infinite Dungeon) | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Infinite Dungeon. Escort: lost sun paladin (level 3 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Infinite Dungeon. Escort: lost warrior (level 4 of Infinite Dungeon)As a reward you improved Strength 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 | miner's pair of iron boots of uncanny dodging (2 def, 8 armour) miner's pair of iron boots of uncanny dodging (2 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +2 Ranged Defense: +3 Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | survivor's dwarven lantern of the zealot survivor's dwarven lantern of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Physical save: +7 Spell save: +8 Light radius: +4 Healing mod.: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | bladed dwarven-steel helm (0 def, 4 armour) bladed dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 5 physical Changes stats: +2 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 175.1 Physical damage. If the attack hits, the target is confused (36% 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. |
On hands | Ulfakath (0 def, 10 armour) Ulfakath (0 def, 10 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +10 Changes damage: +6% blight Mental save: +14 Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +108.00 Spellpower: +9 Spell crit. chance: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | miner's dwarven-steel pickaxe (dig speed 22 turns) miner's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 Armour penetration: +7 Defense: +9 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +9 Defense: +8 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Heatdeath the gold amulet Heatdeath the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +6 Changes stats: +4 Str Changes resistances: +3% mind / +3% fire Changes resistances penetration: +15% fire Changes damage: +3% fire / +6% physical Combat speed: +10% Amulets can have magical properties. |
In main hand | balanced dwarven-steel longsword of persecution (23-32.2 power, 4 apr) (Shrouds) balanced dwarven-steel longsword of persecution (23-32.2 power, 4 apr) (Shrouds)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 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 Physical crit. chance: +3.5% Attack speed: 100% Damage against: +10% Unnatural When wielded/worn: Accuracy: +7 Defense: +7 Changes stats: +3 Wil Curse of Shrouds Sharp, long, and deadly. |
Around waist | blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 Stealth bonus: +6 Mental save: +6 Spellpower: +3 A belt that goes around your waist. |
In off hand | Samiharakhad the Glitterspiker (8 def, 2 armour, 32.5 dam, 84 block) Samiharakhad the Glitterspiker (8 def, 2 armour, 32.5 dam, 84 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 Damage (Melee): +12 light Burst (radius 1) on hit: +4 light When wielded/worn: Armour: +2 Defense: +8 Ranged Defense: +8 Fatigue: +12% Effects when hit in melee: * 22% chance to blind Changes stats: +2 Mag / +5 Con Changes resistances: +9% acid / +3% fire / +10% light / +13% mind Changes resistances penetration: +10% light Talent granted: +3 Block Handheld deflection devices. |
Cloak | Infernorot the cashmere cloak (9 def, 0 armour) Infernorot the cashmere cloak (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes damage: +21% fire Physical save: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glowmark (5 def, 11 armour) Glowmark (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str / +3 Con Changes resistances: +6% cold / +5% mind / +3% light Spell save: +25 Mental save: +13 Maximum life: +36.00 A suit of armour made of metal plates. |
Inventory
Ancient Tome titled 'Gems and their uses' 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. |
cleansing steel amulet cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% nature / +12% blight Poison immunity: +22% Disease immunity: +22% Amulets can have magical properties. |
serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 Defense: +7 Changes stats: +6 Lck Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
mule's steel ring of fire (+22%) mule's steel ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes resistances: +22% fire Changes damage: +11% fire Maximum encumbrance: +20 Rings can have magical properties. |
Umbral Razor (25-32.5 power, 10 apr) (Nightmares) Umbral Razor (25-32.5 power, 10 apr) (Nightmares)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 10% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Nightmares It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 49.12 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Glimmerprophet the dwarven-steel dagger (23.5-30.55 power, 7 apr) (Nightmares) Glimmerprophet the dwarven-steel dagger (23.5-30.55 power, 7 apr) (Nightmares)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to blind Damage Shield penetration (this weapon only): +10% Damage (Melee): +8 insidious poison / +16 physical / +7 mind When wielded/worn: Changes stats: +2 Con Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
Spellcrusher (32-48 power, 4 apr) (Shrouds) Spellcrusher (32-48 power, 4 apr) (Shrouds)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 Curse of Shrouds This large steel greatmaul has thick vines wrapped around the handle. |
steel longsword 'Isledhetta' (17-23.8 power, 3 apr) (Misfortune) steel longsword 'Isledhetta' (17-23.8 power, 3 apr) (Misfortune)Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn Damage against: +8% Unnatural When wielded/worn: Changes stats: +3 Str / +2 Wil Maximum encumbrance: +10 Physical save: +9 Curse of Misfortune Sharp, long, and deadly. |
Unrerorim (13-18.2 power, 3 apr) (Madness) Unrerorim (13-18.2 power, 3 apr) (Madness)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +12.0% Changes stats: +1 Dex Changes damage: +3% mind Curse of Madness Blunt and deadly. |
Sharktooth Trident (20-32 power, 10 apr) (Shrouds) Sharktooth Trident (20-32 power, 10 apr) (Shrouds)Requires: - Strength 20 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 120% Str Damage type: Physical bleed Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour Hardiness: +10% Talent mastery: +0.10 Wild-curse / Shark aspect Physical save: +10 Curse of Shrouds This blue-steel trident is studded with sharp shark teeth. Tridents use the exotic weapons mastery talent. |
Hare-Skin Sling (Shrouds) Hare-Skin Sling (Shrouds)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 6 armour) thick cashmere cloak of the Shaloren (2 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 Changes stats: +1 Mag / +2 Wil Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of iron boots of speed (0 def, 3 armour) undeterred pair of iron boots of speed (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +23% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of the iron hand (0 def, 1 armour) iron gauntlets of the iron hand (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Wil / +3 Con Talent mastery: +0.20 Technique / Grappling Trap disarming bonus: +5 Metal gloves protecting the hands up to the middle of the lower arm. |
insulating iron helm of dexterity (+2) (0 def, 3 armour) insulating iron helm of dexterity (+2) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +6% fire / +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +8 Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
6 malachite 6 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
99 alchemist agate 99 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 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. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Achievements
By Vulhammer the Superhuman Adventurer level 18
7th Mirth 122nd year of Ascendancy at 12:18 see stats
By Vulhammer the Superhuman Adventurer level 17
6th Mirth 122nd year of Ascendancy at 06:21 see stats
By Vulhammer the Superhuman Adventurer level 10
79th Pyre 122nd year of Ascendancy at 07:11 see stats
By Vulhammer the Superhuman Adventurer level 16
4th Mirth 122nd year of Ascendancy at 13:17 see stats
Log
You gain 4.46 gold from the transmogrification of cashmere robe of alchemy (2 def, 0 armour).
You gain 3.63 gold from the transmogrification of dreamer's woollen robe (0 def, 0 armour).
You gain 12.50 gold from the transmogrification of Robe of Force (12 def, 8 armour).
You gain 8.77 gold from the transmogrification of druid's yew magestaff of illumination (20-24 power, 4 apr, cold element) (Madness).
You gain 3.47 gold from the transmogrification of earthen ash vilestaff of hiking (15-18 power, 3 apr, blight element) (Corpses).
You gain 4.70 gold from the transmogrification of Glitterbliss (10-11 power, 24 apr, mind damage) (Misfortune).
You gain 8.15 gold from the transmogrification of plaguebringer's steel greatsword of shearing (27.5-44 power, 2 apr) (Nightmares).
You gain 8.30 gold from the transmogrification of Wildstoker (56-84 power, 3 apr) (Corpses).
You gain 2.20 gold from the transmogrification of steel greatmaul of persecution (25.5-38.25 power, 2 apr) (Nightmares).
You gain 2.35 gold from the transmogrification of hateful dwarven-steel dagger (15.5-20.15 power, 7 apr) (Misfortune).
You gain 3.06 gold from the transmogrification of chilling dwarven-steel dagger of phasing (17.5-22.75 power, 14 apr) (Misfortune).
You gain 2.64 gold from the transmogrification of steel dagger of corruption (12-15.6 power, 6 apr) (Madness).
You gain 1.65 gold from the transmogrification of vision rune (radius 12; dur 14; see humanoid).
You gain 1.04 gold from the transmogrification of teleportation rune of the duelist (range 55).
You gain 2.10 gold from the transmogrification of phase door rune (range 7; power 25; dur 5).
You gain 1.65 gold from the transmogrification of vine lasso infusion of the warrior (4 turns, 186 physical damage).
You gain 1.63 gold from the transmogrification of insidious poison infusion (14 nature damage, 27% healing reduction).
You gain 1.50 gold from the transmogrification of wild infusion of the warrior (resist 28%; cure mental).
You gain 1.00 gold from the transmogrification of wild infusion (resist 12%; cure physical).
Accepted quest ''! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Xeredanor, the lost anorithil says: 'I am grateful for your aid.'
Xeredanor, the lost anorithil says: 'I am following you.'
Ran for 3 turns (stop reason: hostile spotted to the east (grave wight)).
Xeredanor, the lost anorithil says: 'The portal is still far away, to the northeast.'