Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Hulk! 1.4.4 Exponential Leveling 1.3.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Experience Controller 1.3.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v2.5d: Revised high level play for ToME 1.4.0Version 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. 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 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Berserker |
Level / Exp | 50 / 14% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1108 (base 60) |
Dexterity | 1081 (base 60) |
Constitution | 1062 (base 60) |
Magic | 1059 (base 60) |
Willpower | 1076 (base 60) |
Cunning | 1085 (base 60) |
Resources
Life | 966919/966919 |
Stamina | 3169/3169 |
Paradox | 300 |
Healing Factor | 1 |
Regeneration | 10159.175288685 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 10 |
See Invisible | 7 |
Offense: Mainhand
Damage | 2205 |
Accuracy | 245 |
Crit Chance | 716% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51.25 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 261 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 94.7 (100%) |
Defense | 231 |
Ranged Defense | 232 |
Fatigue | 0 |
Physical Save | 222 |
Spell Save | 227 |
Mental Save | 221 |
Defense: Resistances
All | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 0.90 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 0.90 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | The target is immune to all detrimental effects. Draconic Will |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 22.28, and stamina regeneration by 4.46. Bloodbath |
beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (6.4 counters remaining) Counter Attacking |
Quests
You failed to protect the injured seer from death by naga myrmidon. Escort: injured seer (level 17 of Infinite Dungeon) | failed |
You successfully escorted the injured seer to the recall portal on level 18 of Infinite Dungeon. Escort: injured seer (level 18 of Infinite Dungeon)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the injured seer from death by Rahak the dolleg. Escort: injured seer (level 26 of Infinite Dungeon) | failed |
You failed to protect the injured seer from death by Aratira the giant carpenter ant. Escort: injured seer (level 4 of Infinite Dungeon) | failed |
You failed to protect the lone alchemist from death by Belitta the elven warrior. Escort: lone alchemist (level 19 of Infinite Dungeon) | failed |
You failed to protect the lone alchemist from death by Glemira the golem. Escort: lone alchemist (level 27 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by Nerytta the armoured skeleton warrior. Escort: lost anorithil (level 20 of Infinite Dungeon) | failed |
You successfully escorted the lost anorithil to the recall portal on level 21 of Infinite Dungeon. Escort: lost anorithil (level 21 of Infinite Dungeon)As a reward you gained talent category Celestial / Light (at mastery 0.80). | 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
Quiver | Bogzeal the pouch of voratun shots (21/21, 61.5-73.8 power, 17 apr) Bogzeal the pouch of voratun shots (21/21, 61.5-73.8 power, 17 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +33.0% Capacity: 21 On weapon hit: * 65 arcane resource burn On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +8 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 nature Shots are used with slings to pummel your foes to death. |
On hands | Isada the Shinevalor (0 def, 2 armour) Isada the Shinevalor (0 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Effects when hit in melee: * 17% chance to reduce powers by 20% * 26 arcane resource burn Changes resistances: +5% arcane / +9% cold Changes resistances penetration: +5% light Critical mult.: +7.00% Spell save: +11 (+1 eff.) Life regen: +1.60 Stamina each turn: +0.60 Maximum stamina: +12.00 Spell crit. chance: +6% Mental crit. chance: +5% When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 19% chance to reduce powers by 20% * 19 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Salira the Murkquell (8 def, 14 armour) Salira the Murkquell (8 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20 arcane resource burn * Slows global speed by 15% Changes stats: +8 Dex Changes resistances: +16% light / +9% blight / +40% darkness / +3% nature / +6% all Changes damage: +6% darkness Physical save: +12 (+1 eff.) Spell save: +20 (+2 eff.) Infravision radius: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | solipsist's steel ring of pilfering solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +9 Defense: +9 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Glowpiety the voratun ring Glowpiety the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Fatigue: -8% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 light Changes stats: +9 Cun / +8 Dex Changes resistances: +32% cold Changes resistances penetration: +5% light / +5% acid Changes damage: +16% cold Maximum encumbrance: +34 Rings can have magical properties. |
Around neck | restful gold amulet of strength (+4) restful gold amulet of strength (+4)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +4 Str Life regen: +1.80 Amulets can have magical properties. |
In main hand | voratun mace 'Belamira' (58.5-81.9 power, 6 apr) voratun mace 'Belamira' (58.5-81.9 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 58.5 - 81.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +1 Cun Changes resistances penetration: +5% cold Stun/Freeze immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +8% New effects duration reduction after a teleport: +25% Blunt and deadly. |
Main armor | voratun plate armour 'Gilalen' (9 def, 22 armour) voratun plate armour 'Gilalen' (9 def, 22 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+1 eff.) Fatigue: +18% Damage when hit (Melee): 15 physical Changes stats: +6 Cun / +7 Wil Changes resistances: +9% acid / +6% fire Physical save: +11 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +20 (+1 eff.) A suit of armour made of metal plates. |
Light source | alchemist's lamp 'Bregodradin' alchemist's lamp 'Bregodradin'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% blight / +8% light / +3% mind Changes resistances penetration: +15% blight / +5% mind Changes damage: +6% darkness Damage affinity(heal): +5% darkness Mental save: +8 (+0 eff.) Life regen: +3.10 Light radius: +3 Infravision radius: +4 See stealth: +10 See invisible: +7 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 161.56 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Around waist | drakeskin leather belt 'Ravenmight' drakeskin leather belt 'Ravenmight'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +4 Str / +6 Dex / +5 Wil / +5 Cun Changes resistances: +12% darkness Changes damage: +9% mind Reduced damage from: +32% Summoned Maximum encumbrance: +45 Physical save: +15 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +14 (+1 eff.) A belt that goes around your waist. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
stralite greatsword 'Xuda' (47.5-76 power, 3 apr) stralite greatsword 'Xuda' (47.5-76 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 36% * leeches stamina from the target * 25% chance to put talents on cooldown Damage against: +23% Unnatural When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 17 nature slow Changes stats: +5 Wil Changes resistances: +6% lightning / +3% mind / +3% light Massive two-handed swords. |
eldritch cashmere wizard hat of madness (2 def, 0 armour) eldritch cashmere wizard hat of madness (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +2 Wil Mental save: +14 (+1 eff.) Confusion immunity: -20% Fear immunity: -20% Mana each turn: +1.30 Mana when hit: +0.80 Maximum mana: +54.00 Spellpower: +7 (+0 eff.) Mental crit. chance: +6% It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
warlord's voratun helm of trickery (0 def, 5 armour) warlord's voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +6 Physical power: +9 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +3 Dex / +5 Wil / +3 Cun Changes resistances: +10% physical Physical save: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.00 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. |
917 alchemist agate 917 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 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. |
zircon zircon0.00 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 infinite tower the Hulk Berserker level 22
8th Mirth 122nd year of Ascendancy at 01:01 see stats
By infinite tower the Hulk Berserker level 19
5th Mirth 122nd year of Ascendancy at 23:02 see stats
By infinite tower the Hulk Berserker level 17
3rd Mirth 122nd year of Ascendancy at 15:58 see stats
By infinite tower the Hulk Berserker level 11
78th Pyre 122nd year of Ascendancy at 15:29 see stats
By infinite tower the Hulk Berserker level 18
4th Mirth 122nd year of Ascendancy at 14:11 see stats
By infinite tower the Hulk Berserker level 10
77th Pyre 122nd year of Ascendancy at 20:02 see stats
By infinite tower the Hulk Berserker level 20
6th Mirth 122nd year of Ascendancy at 03:29 see stats
By infinite tower the Hulk Berserker level 30
8th Mirth 122nd year of Ascendancy at 22:16 see stats
By infinite tower the Hulk Berserker level 40
9th Mirth 122nd year of Ascendancy at 07:32 see stats
By infinite tower the Hulk Berserker level 50
9th Mirth 122nd year of Ascendancy at 21:41 see stats
By infinite tower the Hulk Berserker level 22
7th Mirth 122nd year of Ascendancy at 19:17 see stats
By infinite tower the Hulk Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By infinite tower the Hulk Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By infinite tower the Hulk Berserker level 11
78th Pyre 122nd year of Ascendancy at 15:16 see stats
By infinite tower the Hulk Berserker level 17
3rd Mirth 122nd year of Ascendancy at 13:09 see stats
By infinite tower the Hulk Berserker level 7
76th Pyre 122nd year of Ascendancy at 02:22 see stats
Log
Fire imp slows down.
Fire imp's armor corrodes!
Infinite tower revels in the spilt blood and grows stronger!
Fire imp is dazed!
infinite tower performs a melee critical strike against Fire imp!
Fire imp is not dazed anymore.
Infinite tower's blood frenzy intensifies!
Fire imp is dazed!
infinite tower hits Fire imp for 4036 nature, 12 nature, , , 20 arcane, , 16 cold, 2677 physical, , 19 arcane, , , 20 arcane, (6800 total damage).
infinite tower receives 50 healing.
Fire imp misses infinite tower.
Infinite tower counters the attack!
infinite tower performs a melee critical strike against Fire imp!
Fire imp is not dazed anymore.
Infinite tower's blood frenzy intensifies!
infinite tower performs a melee critical strike against Fire imp!
Infinite tower's blood frenzy intensifies!
infinite tower hits Fire imp for 4337 nature damage.
infinite tower receives 50 healing.
infinite tower killed Fire imp!
There is a next level here (press '' or right click to use).
There is a next level here (press '' or right click to use).
Infinite tower uses Draconic Will.
Infinite tower's skin hardens.
Infinite tower no longer revels in blood quite so much.