Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Escorts Enhanced 1.3.1Various 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. Allow Respec Anywhere 1.2.3Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.3.0In 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Hulk! 1.4.4 Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. ZOmnibus Addon Pack 1.4.0Combines 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: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Infinite500 v2.5g: Revised high level play for ToME 1.4.8Version 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. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Bulwark |
Level / Exp | 27 / 41% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1066 (base 48) |
Dexterity | 1068 (base 48) |
Constitution | 1069 (base 48) |
Magic | 1050 (base 48) |
Willpower | 1060 (base 48) |
Cunning | 1055 (base 48) |
Resources
Life | 392731/392731 |
Equilibrium | 0 |
Stamina | 3323/3323 |
Psi_feedback | 58/390 |
Healing Factor | 1.37 |
Regeneration | 13880.423728873 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +1150% |
Spell | +200% |
Global | +330% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 9 |
See Invisible | 10 |
Offense: Mainhand
Damage | 1376 |
Accuracy | 248 |
Crit Chance | 673% |
APR | 134 |
Speed | 0.33 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 69 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 50.7 |
Offense: Mind
Mindpower | 218 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 188.65 (100%) |
Defense | 181 |
Ranged Defense | 183 |
Fatigue | 34 |
Physical Save | 226 |
Spell Save | 226 |
Mental Save | 225 |
Defense: Resistances
All | + 67%(100%) |
Defense: Immunities
Stun Resistance | 5% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 31% |
Disarm Resistance | 50% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Technique / Superiority | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.3 counters remaining) Counter Attacking |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
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. |
Quests
You abandoned injured seer to death. Escort: injured seer (level 30 of Infinite Dungeon) | failed |
You abandoned injured seer to death. Escort: injured seer (level 31 of Infinite Dungeon) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 28 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 19 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 3 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 32 of Infinite Dungeon) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 21 of Infinite Dungeon) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 23 of Infinite Dungeon) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 26 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
On feet | Durarek the pair of hardened leather boots (Misfortune) (0 def, 3 armour) Durarek the pair of hardened leather boots (Misfortune) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +16 Lck / +9 Dex Changes resistances: +9% mind / +12% fire Stealth bonus: +16 Stun/Freeze immunity: +5% Life regen: +2.30 Healing mod.: +12% Curse of Misfortune A pair of boots made of leather. |
Light source | 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. |
On head | Boltking the voratun helm (Nightmares) (0 def, 5 armour) Boltking the voratun helm (Nightmares) (0 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 lightning Changes stats: +5 Str / +10 Dex / +6 Con Changes resistances: +12% lightning / +25% darkness / +13% blight / +6% mind / +12% nature Changes resistances penetration: +10% mind / +5% lightning Changes damage: +3% mind / +3% lightning Physical save: +15 (+1 eff.) Mental save: +12 (+1 eff.) Infravision radius: +8 Curse of Nightmares It can be used to activate talent Battle Cry, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Glenne (Shrouds) (0 def, 9 armour) Glenne (Shrouds) (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 10% chance to disease Damage (Melee): 15 acid Changes stats: +5 Con Changes resistances: +10% acid Changes resistances penetration: +10% blight Changes damage: +11% acid Physical save: +30 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +51 (+4 eff.) Disarm immunity: +50% Maximum life: +75.00 Activating this item is instant. Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Eilinokira the Blazerune [power 309] (25 cooldown) Eilinokira the Blazerune [power 309] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% lightning / +3% temporal / +5% arcane / +3% darkness Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 309 for 7 turns, putting all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun ring 'Brodamagund' voratun ring 'Brodamagund'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +40% acid / +3% light / +3% blight / +6% fire / +3% nature Changes damage: +32% acid Spell save: +10 (+1 eff.) Life regen: +2.00 Maximum life: +100.00 Movement speed: +20% Healing mod.: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 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 28% for 5 turns. Rings can have magical properties. |
On fingers | Glorigama the gold ring Glorigama the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +15 (+1 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 12 mind Changes stats: +11 Str / +11 Con Changes resistances: +26% light Changes damage: +13% light Poison immunity: +10% Equilibrium when hit: +0.08 Rings can have magical properties. |
Around neck | Loruvon the Fireoozer Loruvon the FireoozerInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +18% mind / +12% blight / +10% cold / +11% nature / +12% fire Changes resistances penetration: +5% fire Spell save: +6 (+1 eff.) Poison immunity: +21% Disease immunity: +21% Confusion immunity: +20% Amulets can have magical properties. |
In main hand | Glarebait (Nightmares) (60-84 power, 6 apr) Glarebait (Nightmares) (60-84 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +1 Str / +1 Mag / +1 Cun Changes resistances: +6% light Changes resistances penetration: +14% acid Changes damage: +9% light Life regen: +2.50 See invisible: +6 Curse of Nightmares Blunt and deadly. |
Around waist | Rope Belt of the Thaloren (Corpses) Rope Belt of the Thaloren (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+1 eff.) Curse of Corpses The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | Shieldsmaiden (Corpses) (5 def, 20 armour, 48-57.6 power, 150 block) Shieldsmaiden (Corpses) (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Curse of Corpses Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Cloak | Belumira the elven-silk cloak (Madness) (3 def, 0 armour) Belumira the elven-silk cloak (Madness) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +13 Defense: +3 (+1 eff.) Changes stats: +2 Dex Changes resistances penetration: +15% arcane Critical mult.: +22.00% Stealth bonus: +13 Physical save: +13 (+1 eff.) Mental save: +15 (+1 eff.) Only die when reaching: -50.00 life Maximum life: +47.00 Maximum mana: +60.00 Maximum vim: +10.00 Spell crit. chance: +2% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Striketorrent (Nightmares) (5 def, 23 armour) Striketorrent (Nightmares) (5 def, 23 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 nature / 16 lightning Changes resistances: +39% lightning / +25% cold / +3% nature Curse of Nightmares A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
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. |
Healbore the gold ring Healbore the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes damage: +3% nature Mental save: +7 (+1 eff.) Disarm immunity: +48% Confusion immunity: +20% Pinning immunity: +43% Knockback immunity: +43% Maximum life: +41.00 Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 287.07 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
voratun greatsword 'Yarahek' (Misfortune) (78.5-125.6 power, 4 apr) voratun greatsword 'Yarahek' (Misfortune) (78.5-125.6 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 darkness Damage against: +20% Living When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +20 Physical crit. chance: +17.0% Fatigue: -8% Damage when hit (Melee): 8 blight Changes stats: +3 Dex Critical mult.: +27.00% Curse of Misfortune Massive two-handed swords. |
Healwasp the stralite mace (Nightmares) (42.5-59.5 power, 5 apr) Healwasp the stralite mace (Nightmares) (42.5-59.5 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +15 insidious poison When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Cun Changes resistances penetration: +10% nature Curse of Nightmares Blunt and deadly. |
Titanic (Madness) (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (Madness) (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +30% Talent granted: +4 Block Curse of Madness This shield made of the darkest stralite is huge, heavy and very solid. |
Gloruraba the voratun shield (Madness) (12 def, 3 armour, 66.5-79.8 power, 215.5 block) Gloruraba the voratun shield (Madness) (12 def, 3 armour, 66.5-79.8 power, 215.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +216 Damage (Melee): +19 lightning / +20 temporal / +20 light When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to daze * 40% chance to blind Damage when hit (Melee): 20 temporal Changes stats: +6 Dex / +6 Mag / +6 Con Changes resistances: +18% lightning / +20% temporal / +16% light Changes damage: +15% acid Talent granted: +5 Block Spell save: +12 (+1 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Activating this item is instant. Curse of Madness It can be used to activate talent Time Shield, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (348) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak of Past Lives (Corpses) Cloak of Past Lives (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +11 (+1 eff.) Spellpower: +11 (+0 eff.) Mindpower: +11 (+1 eff.) This cloak's combat bonuses increase with the wearer's level. Curse of Corpses A black cloak that seems to twist and contort on its own. |
iron gauntlets of dexterity (+3) (Shrouds) (0 def, 1 armour) iron gauntlets of dexterity (+3) (Shrouds) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+0 eff.) Armour: +1 Changes stats: +3 Dex Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Radhamnir the dwarven-steel helm (Nightmares) (0 def, 4 armour) Radhamnir the dwarven-steel helm (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +5 Con Changes resistances: +6% blight / +15% mind / +5% arcane Physical save: +3 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +18 (+1 eff.) Disarm immunity: +5% Confusion immunity: +25% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
693 alchemist agate 693 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 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. |
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. |
Hathokor the ash wand of conjuration [power 103] (5 cooldown) Hathokor the ash wand of conjuration [power 103] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Talent granted: +2 Strike Mental crit. chance: +1% Light radius: +2 It can be used to fire a bolt of a random element with (base) damage 52 to 103, putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By For Lulz the Hulk Bulwark level 11
77th Pyre 122nd year of Ascendancy at 00:12 see stats
By For Lulz the Hulk Bulwark level 22
79th Pyre 122nd year of Ascendancy at 10:55 see stats
By For Lulz the Hulk Bulwark level 8
75th Pyre 122nd year of Ascendancy at 11:18 see stats
By For Lulz the Hulk Bulwark level 20
79th Pyre 122nd year of Ascendancy at 07:24 see stats
By For Lulz the Hulk Bulwark level 10
76th Pyre 122nd year of Ascendancy at 18:44 see stats
By For Lulz the Hulk Bulwark level 16
78th Pyre 122nd year of Ascendancy at 01:30 see stats
By For Lulz the Hulk Bulwark level 22
79th Pyre 122nd year of Ascendancy at 12:24 see stats
By For Lulz the Hulk Bulwark level 27
1st Mirth 122nd year of Ascendancy at 19:40 see stats
By For Lulz the Hulk Bulwark level 10
76th Pyre 122nd year of Ascendancy at 11:11 see stats
By For Lulz the Hulk Bulwark level 20
79th Pyre 122nd year of Ascendancy at 04:24 see stats
By For Lulz the Hulk Bulwark level 19
78th Pyre 122nd year of Ascendancy at 21:37 see stats
By For Lulz the Hulk Bulwark level 3
74th Pyre 122nd year of Ascendancy at 11:06 see stats
By For Lulz the Hulk Bulwark level 3
74th Pyre 122nd year of Ascendancy at 11:05 see stats
By For Lulz the Hulk Bulwark level 7
75th Pyre 122nd year of Ascendancy at 00:03 see stats
By For Lulz the Hulk Bulwark level 18
78th Pyre 122nd year of Ascendancy at 13:26 see stats
By For Lulz the Hulk Bulwark level 9
75th Pyre 122nd year of Ascendancy at 21:55 see stats
By For Lulz the Hulk Bulwark level 4
74th Pyre 122nd year of Ascendancy at 12:40 see stats
By For Lulz the Hulk Bulwark level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
For Lulz prepares for the next kill!.
For Lulz hits Porilemira the cryomancer for 5144 physical damage.
For Lulz killed Porilemira the cryomancer!
For Lulz picks up (b.): phase door rune (range 11; power 40; dur 8).
For Lulz picks up (k.): radiant voratun plate armour of natural resilience (Corpses) (9 def, 16 armour).
For Lulz picks up (f.): blazebringer's dwarven-steel battleaxe of crippling (Nightmares) (32-48 power, 2 apr).
For Lulz picks up (j.): Gama the Bloomwhisper (Corpses) (41.5-58.1 power, 6 apr).
For Lulz picks up (I.): dream-smith's voratun pickaxe (dig speed 13 turns).
For Lulz picks up (m.): searing voratun mail armour of implacability (Shrouds) (5 def, 19 armour).
For Lulz picks up (k.): balanced voratun dagger of crippling (Shrouds) (39.5-51.35 power, 9 apr).
For Lulz picks up (k.): plaguebringer's dwarven-steel dagger of ruin (Madness) (21-27.3 power, 7 apr).
There is a next level here (press '' or right click to use).
You gain 2.52 gold from the transmogrification of dream-smith's voratun pickaxe (dig speed 13 turns).
You gain 6.44 gold from the transmogrification of radiant voratun plate armour of natural resilience (Corpses) (9 def, 16 armour).
You gain 7.89 gold from the transmogrification of searing voratun mail armour of implacability (Shrouds) (5 def, 19 armour).
You gain 7.63 gold from the transmogrification of balanced voratun dagger of crippling (Shrouds) (39.5-51.35 power, 9 apr).
You gain 8.45 gold from the transmogrification of plaguebringer's dwarven-steel dagger of ruin (Madness) (21-27.3 power, 7 apr).
You gain 24.29 gold from the transmogrification of Gama the Bloomwhisper (Corpses) (41.5-58.1 power, 6 apr).
You gain 5.89 gold from the transmogrification of inquisitor's stralite greatmaul of purging (Shrouds) (53-79.5 power, 3 apr).
You gain 7.18 gold from the transmogrification of blazebringer's dwarven-steel battleaxe of crippling (Nightmares) (32-48 power, 2 apr).
You gain 3.05 gold from the transmogrification of phase door rune (range 11; power 40; dur 8).
New Achievement: Infinite x40 (Madness (Roguelike) difficulty)!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Lore found: The Hunter and the Hunted chapter 5
You can read all your collected lore in the game menu, by pressing Escape.
Saving game...
Saving done.
For Lulz slows down.