












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 14 / 7% |
Size | big |
Lifes / Deaths | no deaths recorded 10003 / 0 |
Primary Stats
Strength | 87 (base 16) |
Dexterity | 54 (base 18) |
Constitution | 83 (base 20) |
Magic | 44 (base 40) |
Willpower | 47 (base 40) |
Cunning | 56 (base 40) |
Resources
Mana | 735/750 |
Equilibrium | 0 |
Steam | 110/130 |
Life | 769/775 |
Psi | 529/529 |
Stamina | 540/548 |
Hate | 150/150 |
Healing Factor | 2.1328063241107 |
Regeneration | 74.764116927306 |
Speed
Mental | +59.004343573737% |
Attack | +15.994554989068% |
Movement | +283.70817699679% |
Spell | 0% |
Global | +148.88655462185% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 11 |
See Stealth | 89.047017712075 |
See Invisible | 88.047017712075 |
Offense: Mainhand
Damage | 49 |
Accuracy | 80 |
Crit Chance | 103% |
APR | 79 |
Speed | 0.63 |
Offense: Offhand
Damage | 47 |
Accuracy | 80 |
Crit Chance | 103% |
APR | 79 |
Speed | 0.63 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 58% |
Speed | 0.86210943271798 |
Offense: Damage Bonus
Nature | +4% |
Mind | +4% |
Blight | +6% |
Arcane | +15% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Light | +35% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 79.672365458581 (100%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 51 |
Mental Save | 51 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 44%( 70%) |
Physical | + 70%( 70%) |
Mind | + 45%( 70%) |
All | + 42%( 70%) |
Lightning | + 61%( 70%) |
Temporal | + 36%( 70%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Teleport Resistance | 0% |
Confusion Resistance | 100% |
Fear Resistance | 67% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 49% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.2 steam per turn. Can be activated for an instant burst of 21 steam. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 500% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 6 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 and cleanse 1 wound and 1 poison effect. |
Class Talents
Demented / Madness | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Called Shots | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Demented / Void | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Psytech gunnery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timeline Threading | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blight | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Shades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Rot | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced necrotic minions | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Artifice | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Undead drake | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic menace | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Psionic / Solipsism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Fearfire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Darkness | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Frost alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thermal mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Deep horror | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic blows | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Finishing moves | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / One with shadows | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Entropy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Rift | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Distortion | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Magical combat | 2.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Aether | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Advanced shadowmancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunslinging | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Oblivion | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Charged mastery | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Sanguisuge | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 2.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Chronophage | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Blood | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Vim | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Thoughts of iron | 2.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Circles | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Kinetic mastery | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Munitions | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Battle psionics | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spellbinding | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Rampage | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Demented / Scourge drake | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Demented / Nether | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (augmentation) | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Glyphs | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Bone | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Marksmanship | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Berserker's strength | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Shadow magic | 2.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Grave | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mucus | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 2.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Sunlight | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Fears | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Agility | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 2.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Ice | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Acid alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Reaving combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Phantasm | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Smith | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Possession | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Psionic / Discharge | 2.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Shield offense | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Force of will | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Generic Talents
Demented / Doom | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Ravenous mind | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Conveyance | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Gestures | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Curses | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Dreaming | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Celestial / Hymns | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Demented / Calamity | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cursed / Cursed form | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Engineering | 2.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Chronomancy / Chronomancy | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 2.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Psionic / Mentalism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Harmony | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 2.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Demonic strength | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fungus | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Technique / Mobility | 2.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Chronomancy / Spacetime Weaving | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Black-magic | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 2.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Effects
talent | Blurred Mortality |
talent | Blade Flurry |
talent | Lucid Dreamer |
talent | Lacerating Strikes |
talent | Apply Poison |
talent | Precise Strikes |
talent | Channel Pain |
talent | Call Shadows |
talent | Beyond the Flesh |
talent | Gestalt |
talent | Kinetic Shield |
talent | Augmentation |
talent | Gesture of Pain |
talent | Skate |
talent | Molten Iron Blood |
talent | Gloom |
talent | Forge Shield |
talent | Pace Yourself |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / shalore with 100% effectiveness. Kills: 26 / 10 kills, Damage: +21% / +47%, Attack: +10 / +26, Stun: -- / 9.6%, Outmaneuver: 12.4% / 29.6% Predator |
beneficial effect | Guarding against melee damage: Will dismiss up to 13 damage from the next 1.2 attack(s) with a 10% chance to counterattack. Guarded |
beneficial effect | The target is moving is 135% faster. 3 Celerity |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
beneficial effect | Countering melee attacks: Has a 61% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
beneficial effect | The target is in a magical frenzy, improving spellpower by 24. Bloodlust |
beneficial effect | The target is surrounded by a psionic shield, absorbing 160/160 damage before it crumbles. Psionic Damage Shield |
beneficial effect | Infinite Dungeon Challenge: Exterminator (Level 9) Challenge |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+51% global speed). Clarity |
Quests
You failed to protect the injured seer from death by cold flames trap. Escort: injured seer (level 7 of Infinite Dungeon) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Infinite Dungeon. Escort: lone alchemist (level 8 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Infinite Dungeon. Escort: lost sun paladin (level 6 of Infinite Dungeon)As a reward you improved Strength by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a protected location, with a focused source of arcane energy that can be channelled and a means to accumulate the power | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)Foes left: 20 | active |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 5)You completed the challenge and received: Random Artifact: Kilnpeal (0 def, 0 armour) | done |
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 | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 Base power: 16.5 - 26.4 Uses stat: 126% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +2 Damage (Melee): 6 mind Changes stats: +4 Dex Changes resistances: +6% mind Changes damage: +4% mind When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 1). Burst (radius 2) on crit: +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +5 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water A hat made of leather. Very stylish. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +10 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 arcane Changes resistances penetration: +10% arcane / +15% light Changes damage: +15% arcane Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 16.39 cold and 14.25 physical damage (based on Willpower) each turn and knocking opponents back, costing 26 power out of 45/60. This azure ring seems to be always moist to the touch. |
Around neck | ![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +13 Fatigue: +2% Changes stats: +8 Str / +8 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 13 power out of 45/60) : Effective talent level: 4.0 Power cost: 13 out of 45/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +3 Cun / +3 Dex Physical save: +8 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +20% Changes resistances: +15% lightning / +3% blight Changes resistances penetration: +20% light Changes damage: +6% blight Light radius: +3 A suit of armour made of metal plates. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 6. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 26 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. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +5 Cun / +2 Con Physical save: +4 (+0 eff.) Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
![]() Jet's kiss Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +18% light / +6% darkness Changes resistances penetration: +15% darkness Changes damage: +6% darkness Mindpower: +8 (+2 eff.) Light radius: +3 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% lightning Changes damage: +10% lightning Rings can have magical properties. |
![]() steel greatmaul (27-40.5 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 126% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Massive two-handed mauls. |
![]() yew longbow 'Voruda' Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +26 nature When wielded/worn: Changes stats: +4 Str Changes resistances: +6% mind / +6% all Changes resistances penetration: +11% nature / +10% physical Changes damage: +6% mind Stamina each turn: +0.40 Maximum life: +40.00 Longbows are used to shoot arrows at your foes. |
![]() hardened leather sling 'Prismlore' Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Changes resistances: +15% temporal / +12% fire Spell save: +6 (+0 eff.) Light radius: +2 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% fire Changes damage: +19% temporal Talent granted: +1 Command Staff Physical save: +7 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +10% Confusion immunity: +10% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +9 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
![]() Manufang the yew vilestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +12 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Defense: +10 (+5 eff.) Effects on melee hit: * 14% chance to blind Changes resistances: +3% mind / +9% acid Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 103.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Defense: +5 (+2 eff.) Maximum wards: +2 darkness Changes damage: +10% darkness Talents granted: +2 Ward +1 Command Staff Critical mult.: +7.00% Spellpower: +8 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Yvemina the Cystmortal (19.5-29.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.3 Uses stat: 105% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +49 Damage (Melee): +16 nature Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * Slows global speed by 20% * deal bonus physical damage equal to your armor Burst (radius 2) on crit: +8 fire When wielded/worn: Armour: +9 Armour Hardiness: +6% Defense: +6 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 16 fire Changes resistances: +13% physical Changes resistances penetration: +10% nature Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Pyrecutter the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +8 Lck / +4 Dex Changes resistances: +6% mind / +3% fire Changes resistances penetration: +25% mind / +25% fire Stealth bonus: +7 A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Airroar the hardened leather gloves (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical power: +6 (+1 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes resistances: +7% blight / +18% lightning Changes damage: +6% lightning Spell save: +13 (+0 eff.) When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +3.0% Attack speed: 167% On weapon hit: * Slows global speed by 53% * 15% chance to corrode armour by 30% Burst (radius 2) on crit: +4 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 42% Wil, 82% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
![]() steel mail armour of clarity (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +6% mind Mental save: +12 (+4 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 105% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 94% of the healing done. This effect scales with your Magic stat., costing 32 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.00 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. |
![]() yew wand of trap destruction 'Polilrarin' [power 56] (7 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +9% temporal / +9% cold Reduces incoming crit damage: 15.00% Disarm immunity: +10% Stun/Freeze immunity: +20% Maximum vim: +10.00 It can be used to disarm traps (56 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gulnar LXXXIX the Shalore Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:52 see stats
By Gulnar LXXXIX the Shalore Adventurer level 10
76th Pyre 122nd year of Ascendancy at 07:15 see stats
By Gulnar LXXXIX the Shalore Adventurer level 10
76th Pyre 122nd year of Ascendancy at 13:03 see stats
By Gulnar LXXXIX the Shalore Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:52 see stats
By Gulnar LXXXIX the Shalore Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:52 see stats
Log
Gulnar LXXXIX deactivates Gesture of Pain.
Gulnar LXXXIX activates Gesture of Pain.
Gulnar LXXXIX deactivates Skate.
Gulnar LXXXIX activates Skate.
Gulnar LXXXIX deactivates Channel Pain.
Gulnar LXXXIX activates Channel Pain.
Gulnar LXXXIX deactivates Gloom.
Gulnar LXXXIX activates Gloom.
Gulnar LXXXIX deactivates Molten Iron Blood.
A psionic shield forms around Gulnar LXXXIX.
Gulnar LXXXIX activates Molten Iron Blood.
Gulnar LXXXIX deactivates Call Shadows.
Gulnar LXXXIX deactivates Precise Strikes.
Gulnar LXXXIX deactivates Apply Poison.
Gulnar LXXXIX deactivates Kinetic Shield.
Gulnar LXXXIX deactivates Pace Yourself.
Gulnar LXXXIX deactivates Augmentation.
Gulnar LXXXIX deactivates Lucid Dreamer.
Gulnar LXXXIX deactivates Blurred Mortality.
The psionic shield around Gulnar LXXXIX crumbles.
Gulnar LXXXIX deactivates Gesture of Pain.
Gulnar LXXXIX deactivates Lacerating Strikes.
Gulnar LXXXIX deactivates Blade Flurry.
Gulnar LXXXIX deactivates Molten Iron Blood.
Gulnar LXXXIX deactivates Channel Pain.
Gulnar LXXXIX deactivates Skate.
Gulnar LXXXIX deactivates Forge Shield.
Gulnar LXXXIX deactivates Gestalt.
Gulnar LXXXIX deactivates Beyond the Flesh.
Gulnar LXXXIX deactivates Gloom.