Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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: 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:
Stop Hitting Yourself! 1.5.0Gives you a chance of dodging your own arrows or sling shots based on your Danger Sense talent level. Useful for archery-using characters (other than Archers, who are already protected by Shoot Down) against monsters that can pull you to themselves and into the path of your own in-transit missile. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
NPC Forgiveness 2.5 1.5.0This 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: Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. 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. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Auto-explore and Rest 1.5.5Quality 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. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Orc |
Class | Shadowblade |
Level / Exp | 29 / 27% |
Size | medium |
Lifes / Deaths | Killed by unknown at level 29 on the 7th Dusk 122nd year of Ascendancy at 01:04 / 1 |
Primary Stats
Strength | 88 (base 51) |
Dexterity | 115.36 (base 60) |
Constitution | 71 (base 60) |
Magic | 74 (base 57) |
Willpower | 107.36 (base 57) |
Cunning | 106.36 (base 59) |
Resources
Life | -1190/7303 |
Mana | 1405/1405 |
Stamina | 1361/1387 |
Healing Factor | 1.3796680497925 |
Regeneration | 261.47770506639 |
Speed
Mental | +39.935375756697% |
Attack | 0% |
Movement | -50% |
Spell | +13.730253703435% |
Global | +126.16921969587% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 10 |
See Stealth | 131.54399563183 |
See Invisible | 187.95073816818 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 207 |
Accuracy | 166 |
Crit Chance | 205% |
APR | 498 |
Speed | 0.71 |
Offense: Offhand
Damage | 162 |
Accuracy | 166 |
Crit Chance | 198% |
APR | 497 |
Speed | 0.71 |
Offense: Spell
Spellpower | 169 |
Crit Chance | 100% |
Speed | 0.87927351556571 |
Offense: Mind
Mindpower | 166 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Lightning | +17% |
Light | +21% |
Cold | +46% |
Darkness | +11% |
Arcane | +33% |
Fire | +23% |
All | 0% |
Offense: Damage Penetration
Arcane | +36% |
Darkness | +66% |
Fire | +46% |
All | +21% |
Defense: Base
Armour (hardiness) | 236 (72.307692307692%) |
Defense | 116 |
Ranged Defense | 116 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 61 |
Mental Save | 51 |
Defense: Resistances
Cold | + 41%( 70%) |
Lightning | + 29%( 70%) |
Light | -10%( 70%) |
Temporal | + 15%( 70%) |
Darkness | + 70%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 53%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 15% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -571 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 452 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 588 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 409 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 602 damage for 8 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Shadow Feed |
talent | Blade Flurry |
talent | Keen Senses |
talent | Blur Sight |
talent | Precise Strikes |
talent | Phantasmal Shield |
talent | Essence of Speed |
talent | Premonition |
talent | Shadow Combat |
talent | Trained Reactions |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's critical strike damage bonus is increased by 44%. Shadowstrike |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 58.3 and stamina regeneration by 2.9. Soothing Darkness |
beneficial effect | The target's combat attack is improved by 119. Attack |
beneficial effect | The target's combat damage is improved by 16 and it an continue to fight past the point of exhaustion, supplementing life for stamina. Adrenaline Surge |
beneficial effect | Reduces darkness damage received by 65%. Premonition Shield |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target is wide awake and has 50% resistance to sleep effects. Insomnia |
beneficial effect | Increases your three highest stats by 16 and keeps you from dying even if your life drops to -571. Heroism |
beneficial effect | The time distortion has created a restoration field, healing the target for 101 each turn. Temporal Restoration Field |
beneficial effect | The target is recovering 187 life each turn. Recovery |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
Quests
You successfully escorted the injured seer to the recall portal on level 10 of Infinite Dungeon. Escort: injured seer (level 10 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Infinite Dungeon. Escort: lost warrior (level 3 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: +3 Stat Points | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 13)0 / 3 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 11) | failed |
Leave the level in less than 132 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (132) (Level 8)Turns left: 7 You completed the challenge and received: Random Artifact: Cracklebane (105% power, 3 apr) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Brandstinger the pair of hardened leather boots (0 def, 3 armour) Brandstinger the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% darkness +25% fire ----- def ----- Armour +3 Fatigue +3% Resists +14% fire +6% darkness +8% cold A pair of boots made of leather. |
Quiver | 614 alchemist agate 614 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | piercing brass lantern piercing brass lantern2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +5% all Apr +6 ---------- misc Light +3 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 | Korodunarin the voratun helm (0 def, 5 armour) Korodunarin the voratun helm (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +13 Str +12 Dex +4 Cun +4 Con dps ---------- Spell.crit +4% S.pwr/crit +6 Dmg.mod +9% arcane ----- def ----- Armour +5 Fatigue +5% Resists +25% darkness -34% light Spell.save +6 (+2 eff.) HP.reg +7.10 ---------- misc Infravis +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Mayessra (0 def, 3 armour) Mayessra (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +10 Cun +7 Dex dps ---------- Spell.crit +8% Crit.mult +5.00% Spell.pwr +16 (+2 eff.) Melee+ 18 light Dmg.mod +11% light +9% arcane Acc +9 (+1 eff.) Apr +11 ----- def ----- Armour +3 Resists +14% light Heal/summ +40 ---------- misc Mana/turn +0.38 Max.psi +20.00 Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Poliwe (dig speed 24 turns) Poliwe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str dps ---------- Mind.crit +2% Crit.mult +25.00% S.pwr/crit +10 Apr +8 ---------- misc Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 14 cooldown Level 2.6 Pwr.cost 14 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | sneakthief's steel ring of darkness (+22%) sneakthief's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +11% darkness Acc +6 (+1 eff.) ----- def ----- Resists +22% darkness Rings can have magical properties. |
On fingers | Ragusta Ragusta0.1 T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +8 Wil dps ---------- Melee+ 12 bleed Ranged+ 13 bleed Dmg.mod +14% fire On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Armour +4 Resists +28% fire Mind.save +19 (+6 eff.) Blind- +20% Stun/Frz- +15% ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 11 cooldown Level 2.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around neck | gold amulet 'Zuboda' gold amulet 'Zuboda'0.1 T3 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Dex +2 Con dps ---------- Mind.crit +2% ----- def ----- Resists +6% cold Die.at -60.00 life Amulets can have magical properties. |
In main hand | Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 144% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Around waist | Glomikira the Duathelwedge Glomikira the Duathelwedge1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +25% darkness Melee Ret 20 darkness ----- def ----- Fatigue -8% Max.HP +41.00 A belt that goes around your waist. |
In off hand | stralite dagger 'Belalle' (134% power, 9 apr) stralite dagger 'Belalle' (134% power, 9 apr)1.0 T4 dagger 1H weapon [Rare] Master Power 134% Range: 1.3x Uses 45% Cun, 45% Dex Dmg Arcane Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str +2 Wil +4 Con dps ---------- Phys.crit +11.0% Crit.mult +11.00% Dmg.mod +15% arcane Apr +11 Melee Ret 8 arcane ---------- misc Telepathy Demon/Major Humanoid/Orc Demon/Minor Sharp, short and deadly. |
Cloak | Uriromisus the linen cloak (1 def, 0 armour) Uriromisus the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Melee Ret 4 mind ----- def ----- Defense +1 (+1 eff.) Fatigue -4% ---------- misc Psi/ret +0.08 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Abyssnoon the cashmere robe (2 def, 0 armour) Abyssnoon the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +11 Str +16 Mag +17 Wil dps ---------- Dmg.mod +17% lightning +16% physical +21% cold Res.pen +15% arcane Melee Ret 8 arcane ----- def ----- Defense +2 (+1 eff.) Resists +17% lightning +16% cold +5% arcane +3% fire ---------- misc Mana/turn +0.22 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile Extract0.4 potion [Unique] Master Quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Elixir of Corrupted Essence Elixir of Corrupted Essence0.4 potion [Unique] Arcane Quaff the elixir. This potent mixture can open the mind to manipulate life force to control negative magical energies. |
regeneration infusion (heal 248 over 5 turns) regeneration infusion (heal 248 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion (rad 8; power 21; turns 4; dispels darkness) sun infusion (rad 8; power 21; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (1001% regen over 10 turns; 50 instant mana) manasurge rune (1001% regen over 10 turns; 50 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (88% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1001% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 18; power 50; dur 5) phase door rune of the duelist (range 18; power 50; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (88% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 18. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (135 fire damage) heat beam rune of the psychic (135 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 135.18 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Cap schematic: Brain Cap0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor 2 schematic: Galvanic Retributor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve 3 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw 3 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
shimmering elven-wood magestaff of channeling (129% power, 5 apr, lightning element) shimmering elven-wood magestaff of channeling (129% power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+2 eff.) Dmg.mod +25% lightning ---------- misc Mana/turn +0.38 Max.mana +67.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 16 cooldown Staves designed for wielders of magic, by the greats of the art. |
Bethora the dragonbone magestaff (136% power, 6 apr, cold element) Bethora the dragonbone magestaff (136% power, 6 apr, cold element)5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +5% Spell.pwr +24 (+2 eff.) Dmg.mod +30% cold Res.pen +20% acid ----- def ----- Resists +30% cold +9% temporal Phys.save +9 (+3 eff.) Mind.save +39 (+12 eff.) Stun/Frz- +20% ---------- misc Max.mana +59.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite greatmaul 'Ivuthra' (167% power, 3 apr) stralite greatmaul 'Ivuthra' (167% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 168% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +23 light Against +33% Undead On Crit.r2 +16 blight On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Dmg.mod +18% mind Melee Ret 16 mind ----- def ----- Resists +9% mind Massive two-handed mauls. |
thorny mindstar 'Sparkwing' (91% power, 24 apr, mind damage) thorny mindstar 'Sparkwing' (91% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 92% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Melee Ret 12 darkness 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% darkness +6% lightning Max.HP +33.00 HP.reg +1.20 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. |
Gloombrawn the pulsing mindstar (104% power, 32 apr, mind damage) Gloombrawn the pulsing mindstar (104% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Rare] Nature/Psionic Power 105% Range: 1.1x Uses 45% Wil, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 darkness While equipped: Stats +3 Cun dps ---------- Mind.crit +5% Mind.pwr +8 (+1 eff.) Res.pen +10% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Mind.save +16 (+5 eff.) ---------- misc Max.hate +10.00 Max.psi +29.00 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. |
living mindstar 'Mayarin' (115% power, 40 apr, nature damage) living mindstar 'Mayarin' (115% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Rare] Nature Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +9% Mind.pwr +10 (+1 eff.) Dmg.mod +18% mind Res.pen +25% blight Melee Ret 8 mind 8 blight ----- def ----- Max.HP +33.00 HP.reg +1.70 ---------- misc Telepathy Humanoid/Orc 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. |
Glille Glille4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +23 cold On Crit.r2 +4 arcane +4 mind On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Dmg.mod +27% cold +12% arcane +6% mind ----- def ----- Resists +6% mind +5% arcane Longbows are used to shoot arrows at your foes. |
drakeskin leather sling 'Lightningbone' drakeskin leather sling 'Lightningbone'4.0 T5 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 On Crit.r2 +6 physical While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Crit.mult +10.00% Dmg.mod +9% physical Acc +17 (+2 eff.) ----- def ----- Resists +15% lightning ---------- misc Stam/turn +0.40 Slings are used to hurl stones or metal shots at your foes. |
stormwoven silk robe of Linaniil (3 def, 0 armour) stormwoven silk robe of Linaniil (3 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +6 Mag +5 Wil dps ---------- Spell.crit +12% Spell.pwr +21 (+2 eff.) Dmg.mod +11% lightning +8% physical +9% cold ----- def ----- Defense +3 (+1 eff.) Resists +9% lightning +9% cold ---------- misc Mana/turn +0.25 Max.mana +69.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Issyreblek the hardened leather armour (3 def, 6 armour) Issyreblek the hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +4 (+1 eff.) Dmg.mod +18% mind ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +38% acid +9% light Disarm- +10% ---------- misc Equi/ret +0.08 A suit of armour made of leather. |
Flashsage (0 def, 3 armour) Flashsage (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Str +5 Dex +3 Cun dps ---------- Melee+ 10 cold Dmg.mod +3% light +7% cold On Hit (Melee): * 15% chance to blind On Melee Ret: * 29% chance to reduce effective powers by 20% * 30 arcane resource burn ----- def ----- Armour +3 Resists +6% cold Phys.save +11 (+3 eff.) Spell.save +18 (+5 eff.) ---------- misc Light +1 Cooldown Double Strike -1 Metal gloves protecting the hands up to the middle of the lower arm. |
Coalransom (3 def, 0 armour) Coalransom (3 def, 0 armour)2.0 T5 head armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +2% Dmg.mod +18% arcane Res.pen +15% darkness ----- def ----- Defense +3 (+1 eff.) Crit.dmg- 15.00% ---------- misc Max.mana +78.00 Light +2 See.Invis +9 A pointy cloth hat, very wizardly... |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 43 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By DrugSB the Orc Shadowblade level 24
9th Flare 122nd year of Ascendancy at 11:25 see stats
By DrugSB the Orc Shadowblade level 11
6th Mirth 122nd year of Ascendancy at 03:33 see stats
By DrugSB the Orc Shadowblade level 19
5th Flare 122nd year of Ascendancy at 03:59 see stats
By DrugSB the Orc Shadowblade level 10
3rd Mirth 122nd year of Ascendancy at 00:20 see stats
By DrugSB the Orc Shadowblade level 20
5th Flare 122nd year of Ascendancy at 04:20 see stats
By DrugSB the Orc Shadowblade level 16
3rd Summertide 122nd year of Ascendancy at 17:05 see stats
By DrugSB the Orc Shadowblade level 6
77th Pyre 122nd year of Ascendancy at 04:34 see stats
By DrugSB the Orc Shadowblade level 25
9th Flare 122nd year of Ascendancy at 19:21 see stats
By DrugSB the Orc Shadowblade level 6
76th Pyre 122nd year of Ascendancy at 12:46 see stats
By DrugSB the Orc Shadowblade level 4
74th Pyre 122nd year of Ascendancy at 15:44 see stats
Log
Shadow of DrugSB hits DrugSB's Inner Demon for (274 reacted , -8 stam), 311 darkness, 2 physical, 11 light, 109 darkness (432 total damage).
Shadow of DrugSB hits Multi-hued drake hatchling for 1257 darkness, 30 cold, 2 physical, 22 light, 130 darkness, (261 to ice), 1044 darkness, (0 to ice), 2 physical, (5 to ice), 21 light, (28 to ice), 113 darkness (2622 total damage).
Shadow of DrugSB killed Multi-hued drake hatchling!
Mechanical Arms misses Shadow of DrugSB.
Aereserenor the xorn uses Psionic Mirror.
Aereserenor the xorn uses Psionic Mirror.
Aereserenor the xorn overcomes the gloom
DrugSB's Inner Demon casts Time Prison.
DrugSB's Inner Demon casts Time Prison.
Shadow of DrugSB is removed from time!
DrugSB's Inner Demon has regained its confidence.
DrugSB's Inner Demon rearms.
The protective shield of DrugSB's Inner Demon disappears.
DrugSB's Inner Demon stops bleeding.
DrugSB's Inner Demon has recovered!
DrugSB's Inner Demon receives 121 healing.
Bleeding from Shadow of DrugSB hits DrugSB's Inner Demon for 4 physical damage.
Mechanical Arms misses Shadow of DrugSB.
Aereserenor the xorn uses Constrict.
Aereserenor the xorn uses Constrict.
You feel a surge of power as a powerful creature falls nearby.
You collect a new ingredient: xorn fragment (1).
Shadow of DrugSB shrugs off the effect 'Constricted'!
Shadow of DrugSB hits Aereserenor the xorn for 274 light damage.
Aereserenor the xorn hits Shadow of DrugSB for 0 nature damage.
Shadow of DrugSB killed Aereserenor the xorn!
DrugSB's Inner Demon receives 121 healing.
Your summoned Shadow of DrugSB disappears.
Character control switched to DrugSB.
Saving game...