Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Infinite500 v2.4: Revised high level play for ToME 1.2.3Version 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. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. 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:
Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Arcanum Class Pack 1.2.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned 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: 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. 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 Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Items Vault 1.2.0Donators/Buyers bonus! Kobold 1.2.3Adds a new race choice (Kobold) which leads to two new subraces. Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food. A. The common Kobold: Stats: B. The Gremlin: Stats: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Swap Evasion/Track 1.2.5Moves evasion to technique/field-control and track to cunning/survival. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Gnome |
Class | Randventurer |
Level / Exp | 47 / 65% |
Size | small |
Lifes / Deaths | Killed by unholy antiquities dealer at level 16 on the 3rd Mirth 122nd year of Ascendancy at 12:39 4 / 3Killed by Kra'Tor the Gluttonous at level 30 on the 2nd Summertide 122nd year of Ascendancy at 17:31 Killed by Neruda the spectral rat at level 38 on the 6th Flare 122nd year of Ascendancy at 19:28 |
Primary Stats
Strength | 81 (base 57) |
Dexterity | 49 (base 27) |
Constitution | 84 (base 50) |
Magic | 63 (base 49) |
Willpower | 25 (base 16) |
Cunning | 46 (base 14) |
Resources
Mana | 451/451 |
Psi | 115/115 |
Vim | 306/313 |
Life | 1331/1331 |
Positive | 0/188 |
Stamina | 300/300 |
Hate | 64/100 |
Healing Factor | 1.46 |
Regeneration | 10.953780921286 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 106 |
Accuracy | 72 |
Crit Chance | 27% |
APR | 16 |
Speed | 0.90 |
Offense: Offhand
Damage | 66 |
Accuracy | 72 |
Crit Chance | 25% |
APR | 15 |
Speed | 0.90 |
Offense: Spell
Spellpower | 64.971831868907 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 36.393206942023 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +31% |
Defense: Base
Armour (hardiness) | 40.66 (77.802197802198%) |
Defense | 34.425 |
Ranged Defense | 44.95 |
Fatigue | 34 |
Physical Save | 47.05 |
Spell Save | 29.068910020398 |
Mental Save | 40.773899168722 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 74% |
Confusion Resistance | 40% |
Fear Resistance | 19% |
Poison Resistance | 25% |
Silence Resistance | 35% |
Bleed Resistance | 25% |
Disarm Resistance | 29% |
Instadeath Resistance | 100% |
Pinning Resistance | 49% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 450 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 415 damage for 5 turns. The effect will scale with your magic stat. |
Class Talents
Corruption / Scourge | 1.15 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Flensing style | 1.25 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cunning / Poisons | 1.15 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Celestial / Sunlight | 1.23 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.18 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Pyre | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Weapon forging | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Generic Talents
Technique / Mage warden | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.15 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Theoretical Adventuring | 1.00 |
| 1/1 |
| 1/1 |
| 0/1 |
| 1/1 |
Race / Practical Adventuring | 1.20 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Ruin |
talent | Numbing Poison |
talent | Beyond the Flesh |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+13). Continuum Destabilization |
Quests
You successfully escorted the lone alchemist to the recall portal on level 5 of Infinite Dungeon. Escort: lone alchemist (level 5 of Infinite Dungeon)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by quasit. Escort: lost anorithil (level 10 of Infinite Dungeon) | failed |
You failed to protect the repented thief from death by giant boulder trap. Escort: repented thief (level 9 of Infinite Dungeon) | failed |
You failed to protect the temporal explorer from death by greater shivgoroth. Escort: temporal explorer (level 17 of Infinite Dungeon) | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | dragonbone starstaff 'Singestreak' (30-36 power, 6 apr, physical element) dragonbone starstaff 'Singestreak' (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire Burst (radius 1) on hit: +16 mind When wielded/worn: Changes stats: +8 Mag / +9 Cun / +10 Con Changes damage: +9% fire / +30% physical Talent granted: +1 Command Staff Critical mult.: +27.00% Vim when firing critical spell: +8.00 Maximum vim: +44.00 Maximum neg.energy: +46.00 Spellpower: +25 Spell crit. chance: +28% Mindpower: +4 It can be used to project damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
On hands | brawler's drakeskin leather gloves of the nighthunter (0 def, 3 armour) brawler's drakeskin leather gloves of the nighthunter (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 Armour: +3 Changes stats: +4 Str / +5 Dex / +4 Cun Changes resistances: +9% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +7 Infravision radius: +2 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Physical crit. chance: +26.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +4 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ethereal alchemist's lamp of corpselight ethereal alchemist's lamp of corpselightPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% blight / +6% darkness Spellpower: +9 Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +7 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 30 cooldown : Effective talent level: 1.0 Power cost: 30 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 29 blight damage or heals 44 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. |
On head | defender's voratun helm of might (7 def, 11 armour) defender's voratun helm of might (7 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 Armour: +11 Defense: +7 Fatigue: +5% Changes stats: +3 Str / +3 Con Changes resistances: +5% all Physical save: +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +35% Confusion immunity: +21% Stun/Freeze immunity: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | 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. |
On fingers | gladiator's voratun ring of speed gladiator's voratun ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 Physical power: +7 Defense: +10 Changes stats: +5 Str / +6 Con Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | Pulsar PulsarPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 It is part of a set of items. When wielded/worn: Physical power: +5 Poison immunity: +25% Disease immunity: +25% Cut immunity: +25% Maximum life: +150.00 Maximum stamina: +25.00 Maximum vim: +25.00 Light radius: +1 Healing mod.: +30% There is a heart-shaped ruby imbedded, that slowly pulsates in shades of deep red. |
Around neck | Vorodherevea VorodhereveaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil / +5 Con Changes resistances penetration: +5% acid Critical mult.: +10.00% Spell crit. chance: +1% Damage Shield penetration: +20% Amulets can have magical properties. |
In main hand | masterforged voratun longsword (69.5-97.3 power, 16 apr) masterforged voratun longsword (69.5-97.3 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 69.5 - 97.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +16 Physical crit. chance: +10.0% Attack speed: 111% When this weapon hits: Perfect Strike (15% chance level 2). Damage (Melee): +22 fire / +22 light / +22 temporal When wielded/worn: Accuracy: +14 Physical power: +11 Changes stats: +4 Str / +4 Con Changes resistances penetration: +11% physical Changes damage: +12% mind / +23% physical Talent granted: +1 Pulverizing Auger Disarm immunity: +19% Stamina when hit: +1.70 Sharp, long, and deadly. |
Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 31% chance to completely evade them and granting you 27 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | masterforged stralite mace (53-74.2 power, 15 apr) masterforged stralite mace (53-74.2 power, 15 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 53.0 - 74.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +15 Physical crit. chance: +7.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target Damage (Melee): +22 nature / +22 light When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances penetration: +6% mind / +10% darkness Changes damage: +12% acid / +12% physical Talent granted: +1 Blindside Blunt and deadly. |
Cloak | Radhynarirerach the Glowraven (2 def, 0 armour) Radhynarirerach the Glowraven (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 4 temporal Changes resistances: +6% acid / +3% temporal / +16% darkness / +7% lightning / +12% blight / +6% fire / +13% nature / +7% cold Changes resistances penetration: +8% darkness / +10% temporal Changes damage: +7% darkness / +9% light Stealth bonus: +10 Life regen: +2.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Armorion (13 def, 13 armour) Armorion (13 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +13 Ranged Defense: +6 Fatigue: +26% Changes stats: +12 Str / +7 Wil / +3 Cun / +12 Con Changes resistances: +3% nature / +1% physical Physical save: +6 Mental save: +19 Disarm immunity: +10% Only die when reaching: -40.00 life Maximum life: +113.00 A suit of armour made of metal plates. |
Inventory
wild infusion (resist 17%; cure magical, mental) wild infusion (resist 17%; cure magical, mental)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: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, mental effects and reduce all damage taken by 17% for 6 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. magic missile rune (140 arcane damage)magic missile rune (140 arcane damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 18 Travel Speed: 600% of base Usage Speed: 1 turn Is: a spell Description: Fires a Magic Missile that does 140 arcane damage and inflicts Spellshocked for 5 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1234% regen over 10 turns; 62 instant mana) manasurge rune (1234% regen over 10 turns; 62 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1234% over 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 77)teleportation rune (range 77) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune of the wizard (absorb 300 for 5 turns)shielding rune of the wizard (absorb 300 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Odd Symbol Odd SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
insulating steel amulet of strength (+4) insulating steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +11% fire / +10% cold Amulets can have magical properties. |
warrior's steel amulet warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.30 Amulets can have magical properties. |
gold amulet 'Curerock' gold amulet 'Curerock'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to inflict damage reduction Damage when hit (Melee): 8 nature / 4 darkness Changes resistances: +3% darkness / +20% fire / +6% nature / +16% cold Changes resistances penetration: +5% nature Amulets can have magical properties. |
savior's copper ring of power savior's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Physical save: +7 Spell save: +6 Mental save: +6 Spellpower: +6 Mindpower: +6 Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's steel ring of the mountain (+11%) marksman's steel ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
gold ring 'Gunyran' gold ring 'Gunyran'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Mag / +4 Cun / +2 Con Changes resistances: +3% light / +5% arcane Physical save: +4 Disarm immunity: +5% Stun/Freeze immunity: +42% Life regen: +1.20 Vim when firing critical spell: +1.00 Spellpower: +8 Rings can have magical properties. |
painweaver's gold ring of blinding strikes painweaver's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 Effects on melee hit: * 24% chance to blind Effects on ranged hit: * 19% chance to blind Changes damage: +6% all Spellpower: +11 Mindpower: +10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. stralite ring of lifestralite ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +0.90 Maximum life: +61.00 Healing mod.: +23% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. blazebringer's steel battleaxe of shearing (18-27 power, 2 apr)blazebringer's steel battleaxe of shearing (18-27 power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Armour penetration: +13 Changes resistances penetration: +10% physical / +12% fire Changes damage: +12% physical Global speed: +4% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of evisceration (17.5-22.75 power, 7 apr)acidic dwarven-steel dagger of evisceration (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex 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 crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +12 acid When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious dwarven-steel dagger of erosion (20.5-26.65 power, 7 apr)insidious dwarven-steel dagger of erosion (20.5-26.65 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 20.5 - 26.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +18 insidious poison / +11 temporal / +12 nature Sharp, short and deadly. |
blazebringer's voratun dagger of erosion (39-50.7 power, 9 apr) blazebringer's voratun dagger of erosion (39-50.7 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 nature / +7 temporal Burst (radius 2) on crit: +12 fire When wielded/worn: Changes resistances penetration: +8% fire Global speed: +2% Sharp, short and deadly. |
glacial voratun dagger of rage (37.5-48.75 power, 9 apr) glacial voratun dagger of rage (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +13 ice When wielded/worn: Accuracy: +8 Armour: +8 Changes stats: +4 Str Changes resistances penetration: +8% cold Changes damage: +6% physical Stamina when hit: +2.00 Sharp, short and deadly. |
thought-forged voratun dagger of erosion (39.5-51.35 power, 9 apr) thought-forged voratun dagger of erosion (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 16% chance to cause random insanity Damage (Melee): +12 temporal / +11 nature / +12 mind When wielded/worn: Changes stats: +4 Cun / +4 Wil Sharp, short and deadly. |
masterforged voratun longsword (63.5-88.9 power, 16 apr) masterforged voratun longsword (63.5-88.9 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 63.5 - 88.9 Uses stat: 119% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +16 Physical crit. chance: +10.0% Attack speed: 111% When this weapon hits: Earthen Missiles (15% chance level 4). On weapon crit: * wounds the target reducing their healing Damage (Melee): +21 mind / +21 nature / +21 light Burst (radius 2) on crit: +22 ice When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 Armour: +11 Changes resistances penetration: +14% cold Changes damage: +12% blight / +12% fire Talent granted: +3 Flameshock Sharp, long, and deadly. |
masterforged voratun longsword (63-88.2 power, 16 apr) masterforged voratun longsword (63-88.2 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 63.0 - 88.2 Uses stat: 118% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +25 Armour Penetration: +16 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +17 mind / +17 nature / +17 arcane When wielded/worn: Armour penetration: +8 Changes resistances penetration: +10% physical Changes damage: +10% darkness / +20% physical Talent granted: +3 Flameshock Sharp, long, and deadly. |
reforged Morningvengeance (40-56 power, 14 apr) reforged Morningvengeance (40-56 power, 14 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 117% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +14 Physical crit. chance: +6.5% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid / +18 physical / +7 light / +18 fire Damage against: +6% Undead When wielded/worn: Accuracy: +11 Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Dex Changes resistances: +6% temporal Changes resistances penetration: +10% light Changes damage: +10% nature / +10% acid Blunt and deadly. |
masterforged stralite mace (53.5-74.9 power, 9 apr) masterforged stralite mace (53.5-74.9 power, 9 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 53.5 - 74.9 Uses stat: 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +4.5% Attack speed: 104% Damage (Melee): +11 nature / +11 arcane Burst (radius 2) on crit: +15 ice When wielded/worn: Armour: +12 Effects on melee hit: * 40% chance to corrode armor Changes stats: +1 Cun / +2 Dex Changes resistances penetration: +9% cold Changes damage: +7% lightning / +7% acid Talent granted: +1 Acidic Spray Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. acidic blue-steel trident of massacre (33-52.8 power, 8 apr)acidic blue-steel trident of massacre (33-52.8 power, 8 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
masterforged blue-steel trident (43.9-70.24 power, 18 apr) masterforged blue-steel trident (43.9-70.24 power, 18 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 43.9 - 70.2 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +18 Physical crit. chance: +7.0% Attack speed: 111% When this weapon hits: Silence (10% chance level 3). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +31 cold When wielded/worn: Physical power: +9 Changes stats: +3 Con Changes resistances penetration: +9% physical Changes damage: +17% nature Disarm immunity: +18% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. glacial orite trident of massacre (51-81.6 power, 13 apr)glacial orite trident of massacre (51-81.6 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +31 ice When wielded/worn: Armour: +19 Changes resistances penetration: +19% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
masterforged orite trident (74.9-119.84 power, 23 apr) masterforged orite trident (74.9-119.84 power, 23 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 74.9 - 119.8 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +23 Physical crit. chance: +8.5% Attack speed: 111% On weapon hit: * 40% chance to corrode armor * 40% chance to disease Damage (Melee): +31 nature / +31 darkness Burst (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +14 Changes stats: +7 Str Changes damage: +9% acid / +19% physical / +17% nature / +17% arcane Talent granted: +2 Ruin Stamina when hit: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
masterforged orichalcum trident (87.4-139.84 power, 26 apr) masterforged orichalcum trident (87.4-139.84 power, 26 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 87.4 - 139.8 Uses stat: 138% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +26 Physical crit. chance: +9.0% Attack speed: 111% When this weapon hits: Tidal Wave (10% chance level 3). On weapon hit: * 40% chance to blind Damage (Melee): +24 lightning / +24 acid / +24 darkness When wielded/worn: Accuracy: +21 Effects on melee hit: * 40% chance to blind Changes stats: +10 Str Changes damage: +14% acid / +19% physical / +6% light / +14% fire Stamina when hit: +4.00 Light radius: +2 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel waraxe of shearing (21.5-30.1 power, 4 apr)elemental dwarven-steel waraxe of shearing (21.5-30.1 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +10 Changes resistances penetration: +13% acid / +10% physical / +12% cold / +10% fire / +10% lightning Changes damage: +10% physical One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Silotha the stralite waraxe (31.5-44.1 power, 5 apr)Silotha the stralite waraxe (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +15 mind When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 arcane Changes resistances: +6% blight / +5% arcane Changes damage: +6% mind / +3% blight 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. One-handed war axes. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather belt of magerygrounding hardened leather belt of magery Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +8% lightning / +10% temporal Spell crit. chance: +5% A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of dwarven-steel boots (0 def, 4 armour)wanderer's pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Con Physical save: +19 Mental save: +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restorative pair of drakeskin leather boots (0 def, 5 armour)restorative pair of drakeskin leather boots (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Life regen: +3.40 Healing mod.: +25% A pair of boots made of leather. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. Turalen (2 def, 6 armour)Turalen (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 4 blight / 11 physical / 4 arcane Changes resistances: +13% blight / +17% cold / +12% nature / +5% arcane A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of cold resistance (3 def, 6 armour)hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +22% cold A suit of armour made of leather. |
spiked hardened leather armour of the hero (3 def, 6 armour) spiked hardened leather armour of the hero (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when hit (Melee): 11 physical Changes stats: +5 Str / +4 Dex / +3 Mag / +5 Wil / +5 Cun A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. hardened steel plate armour of the dragon (4 def, 16 armour)hardened steel plate armour of the dragon (4 def, 16 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Defense: +4 Fatigue: +22% Changes stats: +3 Str / +3 Con Changes resistances: +16% acid / +16% physical / +17% cold / +12% lightning / +14% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +26% Knockback immunity: +28% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. warded steel shield of crushing (6 def, 2 armour, 42.5 block)warded steel shield of crushing (6 def, 2 armour, 42.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +1 Ward +2 Block Handheld deflection devices. |
2 opal 2 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 Gems can be sold for money or used in arcane rituals. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
Treasure Map: Secret Tunnels Treasure Map: Secret Tunnels0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
Map to the Barrowdowns Map to the Barrowdowns0.00 Encumbrance. [Unique] Type: misc / misc It can be used to read the map. This map can be used to get to the Barrowdowns, where the thieves of your research-diaries hide. It might prove useful, if your career begins with another quest (archmages, chronomancers). It can be used only from inside the Trollmire. |
Gnomish Pocket Encyclopedia Gnomish Pocket EncyclopediaCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Maximum life: +50.00 It can be used to read the book. Never leave home unprepared. This book holds a solution to every situation and eases survival. Once you have read everything it contains and don't need it anymore (you need to be at least level 30), you can use it to learn a new talent type of any kind you chose. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
This item will automatically be transmogrified when you leave the level. forceful elm totem of healing [power 82] (20 cooldown)forceful elm totem of healing [power 82] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal the target for 82, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. webbed elven-wood totem of thorny skin [power 69] (20 cooldown)webbed elven-wood totem of thorny skin [power 69] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Talent granted: +4 Lay Web It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, placing all other charms into a 20 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Randy the Gnome Randventurer level 34
2nd Flare 122nd year of Ascendancy at 14:59 see stats
By Randy the Gnome Randventurer level 43
9th Flare 122nd year of Ascendancy at 18:58 see stats
By Randy the Gnome Randventurer level 28
2nd Summertide 122nd year of Ascendancy at 02:01 see stats
By Randy the Gnome Randventurer level 10
78th Pyre 122nd year of Ascendancy at 08:40 see stats
By Randy the Gnome Randventurer level 20
4th Mirth 122nd year of Ascendancy at 14:09 see stats
By Randy the Gnome Randventurer level 30
2nd Summertide 122nd year of Ascendancy at 05:21 see stats
By Randy the Gnome Randventurer level 40
7th Flare 122nd year of Ascendancy at 17:35 see stats
By Randy the Gnome Randventurer level 34
3rd Flare 122nd year of Ascendancy at 19:02 see stats
By Randy the Gnome Randventurer level 37
6th Flare 122nd year of Ascendancy at 08:32 see stats
Log
Randy performs a melee critical strike against Luminous horror!
Randy drains life from Luminous horror!
Luminous horror resists the mind attack!
Rested for 3 turns (stop reason: taken damage).
Luminous horror starts to bleed.
Randy drains life from Luminous horror!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from light damage!
Randy hits Luminous horror for 164 physical, 3 fire, 5 healing, 24 blight, 16 mind, 18 physical, 17 nature, 7 light, 12 healing, 10 blight (259 total damage) [17 healing].
Luminous horror hits Randy for 11 light, 6 healing, 11 light (22 total damage) [6 healing].
Randy uses No Escape.
You collect a new ingredient: pouch of luminous horror dust.
Randy hits Luminous horror for 534 physical damage.
Luminous horror hits Randy for 11 light, 11 light (22 total damage).
Randy killed Luminous horror!
Resting starts...
Talent Rune: Reflection Shield is ready to use.
Talent Rain of Agony is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Scholar of Brutality is ready to use.
Talent First Blood is ready to use.
Talent No Escape is ready to use.
Rested for 10 turns (stop reason: all resources and life at maximum).
Randy picks up (e.): shielding rune of the wizard (absorb 300 for 5 turns).
There is a next level here (press '' or right click to use).
Ran for 58 turns (stop reason: at exit).