Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Inferno Race Pack 1.4.0Adds a collection of my races. 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! astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Pepper Pack 1.5.2Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned 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:
Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Glutton Additions 1.4.4Adds to glutton class, reorders class generics, and mods glutton talents. Requires orcs dlc for new steam resource. Requires Glutton mod https://te4.org/games/addons/tome/glutton. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black 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:
Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Necromancer |
Level / Exp | 49 / 85% |
Size | medium |
Lifes / Deaths | Killed by Glorukira the dreaming horror at level 49 on the 37th Dusk 122nd year of Ascendancy at 00:47 / 1 |
Primary Stats
Strength | 51 (base 10) |
Dexterity | 124.34044992728 (base 10) |
Constitution | 117 (base 60) |
Magic | 164 (base 60) |
Willpower | 172.34044992728 (base 57) |
Cunning | 174 (base 40) |
Resources
Mana | 501/1472 |
Life | -61/1354 |
Souls | 12/12 |
Paradox | 300 |
Equilibrium | 145 |
Vim | 333/333 |
Positive | 0/194 |
Stamina | 650/650 |
Psi | 229/229 |
Healing Factor | 2.1692334494774 |
Regeneration | 13.991555749129 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +39.999999999993% |
Spell | +1.9984014443253E-12% |
Global | +109% |
Vision
Sight | 12 |
Lite | 11 |
Infravision | 26 |
See Stealth | 117.58146124087 |
See Invisible | 185.58146124087 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 83 |
Accuracy | 75 |
Crit Chance | 94% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 100 |
Crit Chance | 100% |
Speed | 0.99999999999998 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 103 (60%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 94 |
Spell Save | 92 |
Mental Save | 105 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 34% |
Confusion Resistance | 0% |
Fear Resistance | 14% |
Poison Resistance | 25% |
Blind Resistance | 82% |
Silence Resistance | 0% |
Disarm Resistance | 71% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 39% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 951 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 395 damage for 6 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 890% for 10 turns and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Chill | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Charnel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Reaper | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Necrotic minions | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Vampirism | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 0.90 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Dead secrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Essence of Speed |
talent | Forge Shield |
talent | Necrotic Aura |
talent | Elemental Harmony |
talent | Dreamforge |
talent | Death Vortex |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is being ravaged by distortion, taking 191.01 physical damage and is losing one physical effect turn. Ravage |
beneficial effect | The target is surrounded by a force shield, ignoring half of all incoming damage and raising fire and cold resistances by 14% and their caps by 15%. Heat-based force shield |
beneficial effect | The target's spellpower has been increased by 26. Spellsurge |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | Zone-wide effect: +10% mind damage, -10% mind resistance, -10% spellpower, -20% silence immunity. Eerie silence |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | The target has recently taken distortion damage, is vulnerable to distortion effects, and has its physical resistance decreased by 61%. Distortion |
beneficial effect | The target is recovering 54 life each turn. Recovery |
beneficial effect | Infinite Dungeon Challenge: Dream Hunter (Level 49) Challenge |
beneficial effect | The target's defense and saves have been increased by 6. 3 Spin |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 16 of Infinite Dungeon. Escort: injured seer (level 16 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Infinite Dungeon. Escort: injured seer (level 6 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 31 of Infinite Dungeon. Escort: lost anorithil (level 31 of Infinite Dungeon)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 40 of Infinite Dungeon. Escort: lost anorithil (level 40 of Infinite Dungeon)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 30 of Infinite Dungeon) | failed |
You successfully escorted the lost warrior to the recall portal on level 11 of Infinite Dungeon. Escort: lost warrior (level 11 of Infinite Dungeon)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Infinite Dungeon. Escort: lost warrior (level 8 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You abandoned repented thief to death. Escort: repented thief (level 19 of Infinite Dungeon) | failed |
You successfully escorted the wandering musician to the recall portal on level 4 of Infinite Dungeon. Escort: wandering musician (level 4 of Infinite Dungeon)As a reward you improved Cunning 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: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * You are now on the path of lichdom. | done |
Wake up and kill the dreaming horror boss 'Eilinussra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 23)You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Glorukira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 49) | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 24)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 25)You completed the challenge and received: Random Artifact: Flashreek (Madness) (20-22 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 33)You completed the challenge and received: Random Artifact: Flashknight (Corpses) (4 def, 8 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 41)You completed the challenge and received: Random Artifact: Mayyramina (Madness) (12.5-13.75 power, 32 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 42)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 43)You completed the challenge and received: Random Artifact: Lisuvea | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 34)0 / 2 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 26)You completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 28)You completed the challenge and received: Random Artifact: Stormtouch (Shrouds) (15-18 power, 3 apr, darkness element) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 38)You completed the challenge and received: Random Artifact: Glitterpain (Corpses) (19.5-25.35 power, 7 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 47)You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 15)Turns left: 0 You completed the challenge and received: Random Artifact: Salotta (Corpses) (22.5-31.5 power, 5 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 32)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 14)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 45)You completed the challenge and received: Random Artifact: Tempestbreak (Shrouds) (0 def, 16 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 7)You completed the challenge and received: Random Artifact: Bokosta (4 def, 14 armour) | done |
Leave the level in less than 138 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (138) (Level 44)Turns left: 76 You completed the challenge and received: Random Artifact: Duatheloblivion (21.5 melee - 23.5 ranged sound damage) | done |
Leave the level in less than 171 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (171) (Level 46)Turns left: 151 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 279 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (279) (Level 27)Turns left: 218 You completed the challenge and received: Random Artifact: Dazzlegrinder (19.5-27.3 power, 2 apr) | done |
Leave the level in less than 549 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (549) (Level 39)Turns left: 413 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 60 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (60) (Level 22)Turns left: 29 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 63 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (63) (Level 18)Turns left: 44 You completed the challenge and received: Random Artifact: Zanabar (9 def, 13 armour) | 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
Psionic focus | obsidian obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
Light source | Elasevea the Flashquarry Elasevea the FlashquarryPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 22 fire Changes stats: +7 Cun Changes resistances: +8% temporal / +10% darkness / +8% cold / +8% fire / +18% light Changes resistances penetration: +33% mind Changes damage: +10% light / +11% sound Damage affinity(heal): +5% light / +5% sound Reduces incoming crit damage: 20.00% Mental save: +32 (+6 eff.) Mindpower: +16 (+3 eff.) Mental crit. chance: +6% Light radius: -4 Infravision radius: +7 Defense after a teleport: +16 Resist all after a teleport: +14% New effects duration reduction after a teleport: +19% Maximum melody: +19.00 It can be used to activate talent Abrupt Intro, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 8/8. Range: 10 Travel Speed: 1500% of base Is: a mind power Description: Fires a bolt of pure sound at the target, dealing 215.34 sound damage and soundshocking it for 5 turns. At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them. At talent level 5 all of your Soundshock effects will be more effective. The damage will scale with your Mindpower. (Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | elven-silk wizard hat 'Voidquarry' (Corpses) (3 def, 0 armour) elven-silk wizard hat 'Voidquarry' (Corpses) (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 26% chance to disease Changes stats: +9 Mag / +26 Wil / +7 Cun Changes resistances: +15% fire / +18% darkness / +14% cold Changes resistances penetration: +30% darkness Changes damage: +24% mind / +24% blight Physical save: +26 (+5 eff.) Mana each turn: +0.40 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Light radius: +4 See invisible: +32 Curse of Corpses A pointy cloth hat, very wizardly... |
On feet | Hettydig the Bleakobsidian (Misfortune) (0 def, 5 armour) Hettydig the Bleakobsidian (Misfortune) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 24 light Changes stats: +3 Str / +8 Dex / +4 Con / +13 Lck Changes resistances: +24% blight Changes resistances penetration: +33% darkness Changes damage: +15% mind Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +15 Maximum encumbrance: +48 Physical save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Psi when hit: +0.28 Mental crit. chance: +8% Movement speed: +40% Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | Branisin the dwarven-steel pickaxe (dig speed 3 turns) Branisin the dwarven-steel pickaxe (dig speed 3 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +7 Physical power: +8 (+3 eff.) Changes stats: +2 Str Changes resistances: +6% arcane / +18% lightning Changes damage: +22% mind / +21% fire Critical mult.: +49.00% Physical save: +34 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +72 (+12 eff.) Vim when firing critical spell: +6.00 Maximum life: +61.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Singeclash the stralite ring Singeclash the stralite ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +6 Armour: +8 Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +9 Cun / +6 Dex Changes resistances: +26% acid / +26% lightning / +26% fire / +18% mind / +26% cold Changes damage: +18% mind / +36% fire Disarm immunity: +32% Pinning immunity: +34% Knockback immunity: +39% Life regen: +1.70 Mana when firing critical spell: +5.00 Hate when firing a critical mind attack: +3.00 Maximum life: +107.00 Maximum hate: +13.00 Spell crit. chance: +7% Healing mod.: +26% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: 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. |
On fingers | Tuchak TuchakPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +17 Defense: +16 (+4 eff.) Changes stats: +8 Cun / +15 Mag Changes resistances: +29% acid / +32% darkness / +27% fire / +23% lightning / +30% cold Changes resistances penetration: +33% arcane / +25% blight Changes damage: +16% darkness / +18% acid Grants telepathy: Humanoid/Orc Blindness immunity: +42% Mana each turn: +0.24 Maximum mana: +134.00 Spellpower: +11 (+2 eff.) Infravision radius: +6 See stealth: +25 See invisible: +24 Healing mod.: +35% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around neck | Arthoharalin the Duathellady Arthoharalin the DuathelladyPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 26 darkness Changes stats: +7 Dex / +5 Mag / +9 Wil / +6 Con Changes resistances: +40% acid Changes resistances penetration: +30% acid Changes damage: +8% acid / +18% darkness / +26% fire / +7% cold / +8% lightning Physical save: +39 (+7 eff.) Spell save: +22 (+4 eff.) Mental save: +20 (+4 eff.) Blindness immunity: +15% Life regen: +4.50 Maximum life: +70.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +4 Infravision radius: +8 Sight radius: +2 See invisible: +37 Amulets can have magical properties. |
In main hand | Xanyrewe the Kindlereaper (Nightmares) (30-36 power, 6 apr, darkness element) Xanyrewe the Kindlereaper (Nightmares) (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to blind When wielded/worn: Defense: +24 (+6 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +8 Mag / +8 Cun / +10 Con Changes resistances: +6% arcane Changes resistances penetration: +33% light / +30% darkness / +33% arcane Changes damage: +51% darkness / +40% light Talent granted: +1 Command Staff Critical mult.: +30.00% Mana each turn: +0.40 Vim when firing critical spell: +8.00 Maximum vim: +41.00 Maximum neg.energy: +50.00 Spellpower: +41 (+7 eff.) Spell crit. chance: +34% Light radius: +4 Damage Shield penetration: +50% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 23 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Blastcast the drakeskin leather gloves (Madness) (0 def, 3 armour) Blastcast the drakeskin leather gloves (Madness) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Armour: +3 Effects on melee hit: * 40% chance to corrode armour by 30% Damage (Melee): 18 temporal Damage (Ranged): 20 temporal Changes stats: +12 Str / +13 Dex / +6 Mag / +20 Cun / +6 Con Changes resistances: +24% lightning / +11% temporal / +10% light / +10% darkness Changes damage: +11% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +43 (+8 eff.) Spell save: +31 (+6 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +39% Infravision radius: +2 When used to modify unarmed attacks: Base power: 29.0 - 31.9 Uses stats: 28% Wil, 68% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +67% Damage (Melee): +32 blight / +27 physical Burst (radius 2) on crit: +50 light / +48 darkness Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Hellmire (Madness) Hellmire (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Fatigue: -10% Changes stats: +6 Dex / +9 Wil / +6 Cun Changes resistances: +9% sound / +9% darkness / +18% fire / +28% mind / +9% lightning Changes resistances penetration: +18% physical / +33% fire Changes damage: +36% blight / +19% physical Maximum encumbrance: +60 Mental save: +15 (+3 eff.) Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +13 Spellpower: +12 (+2 eff.) Mental crit. chance: +15% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Madness A belt that goes around your waist. |
Cloak | Shimmermarrow (Nightmares) (3 def, 0 armour) Shimmermarrow (Nightmares) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Defense: +3 (+0 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +6 Str / +6 Dex / +3 Mag / +12 Con Changes resistances: +25% sound / +6% physical / +25% darkness / +18% lightning / +18% light Changes resistances penetration: +20% darkness Changes damage: +12% lightning / +12% darkness / +15% sound Stealth bonus: +23 Physical save: +27 (+5 eff.) Spell save: +53 (+10 eff.) Mental save: +26 (+5 eff.) Poison immunity: +25% Maximum life: +98.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Maximum melody: +20.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë 'Arimina' (Madness) (10 def, 15 armour) Spider-Silk Robe of Spydrë 'Arimina' (Madness) (10 def, 15 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +9 Wil / +4 Cun / +5 Con Changes resistances: +16% acid / +16% physical / +48% darkness / +30% nature / +15% mind / +16% cold / +6% arcane / +16% fire Changes resistances penetration: +25% mind Changes damage: +14% light / +10% fire / +10% nature / +21% acid / +11% physical / +15% blight / +11% cold / +25% mind / +46% darkness Grants telepathy: Dragon Talent cooldown: Refit Golem (-4 turns) Critical mult.: +30.00% Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Maximum psi: +67.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +8% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant of the psychic (efficiency 218% / cooldown 65%) medical injector implant of the psychic (efficiency 218% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 218% efficiency and cooldown mod of 65%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 22) steam generator implant of the duelist (steam 22)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.6 steam per turn. Can be activated for an instant burst of 108 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the wizard (869% speed; 4 turns) movement infusion of the wizard (869% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 869% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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. |
5 schematic: Air Recycler 5 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Back Support 2 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter 2 schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Cap schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens 3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Kinetic Stabiliser 3 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mana Coil 3 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge 3 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spike Attachment 2 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamsaw 6 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade 2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to 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 LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to 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 InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve 3 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to 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'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 743 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 4.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 257.71 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
This item will automatically be transmogrified when you leave the level. Blackbrace (Shrouds) (30.5-42.7 power, 6 apr)Blackbrace (Shrouds) (30.5-42.7 power, 6 apr) Requires: - Cunning 35 Infused by nature 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 30.5 - 42.7 Uses stat: 88% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +17 nature / +15 temporal This is a bardic weapon. When wielded/worn: Armour: +12 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -6% Changes stats: +2 Cun Changes resistances: +6% blight Changes damage: +21% darkness Spell save: +15 (+3 eff.) Disease immunity: +10% Cut immunity: +20% Pinning immunity: +10% Light radius: +3 Curse of Shrouds Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
This item will automatically be transmogrified when you leave the level. bloodlich's dragonbone starstaff of channeling (Nightmares) (30-36 power, 6 apr, physical element)bloodlich's dragonbone starstaff of channeling (Nightmares) (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Cun / +10 Con Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +28.00% Mana each turn: +0.40 Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +48.00 Spellpower: +29 (+5 eff.) Spell crit. chance: +5% Curse of Nightmares It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 23 turns. Staves designed for wielders of magic, by the greats of the art. |
Steel Helm of Garkul (Nightmares) (0 def, 6 armour) Steel Helm of Garkul (Nightmares) (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
2 black pearl 2 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 obsidian 2 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
176 alchemist agate 176 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 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: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+5 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +25 (+6 eff.) Changes damage: +8% all When used to imbue an object: Defense: +25 (+6 eff.) Changes damage: +8% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. truestriking dragonbone lyre of shearing (34-44.2 power, 6 apr, sound damage)truestriking dragonbone lyre of shearing (34-44.2 power, 6 apr, sound damage) Requires: - Cunning 48 Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 5 Base power: 34.0 - 44.2 Uses stat: 86% Cun Damage type: Sound Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +11.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +26 Changes resistances penetration: +30% physical Changes damage: +15% physical Talent granted: +5 Pluck Strings Mental save: +7 (+1 eff.) Mindpower: +7 (+1 eff.) Mental crit. chance: +7% A small string instrument, packs quite a punch. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 56 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 8 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
enormous geode enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
10 geode 10 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 kunzite 2 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 sugilite 2 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
tanzanite tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used to imbue an object: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Enrias the Shalore Necromancer level 10
7th Mirth 122nd year of Ascendancy at 18:31 see stats
By Enrias the Shalore Necromancer level 33
13rd Dusk 122nd year of Ascendancy at 07:52 see stats
By Enrias the Shalore Necromancer level 39
22nd Dusk 122nd year of Ascendancy at 14:16 see stats
By Enrias the Shalore Necromancer level 41
24th Dusk 122nd year of Ascendancy at 18:46 see stats
By Enrias the Shalore Necromancer level 38
20th Dusk 122nd year of Ascendancy at 07:42 see stats
By Enrias the Shalore Necromancer level 26
4th Dusk 122nd year of Ascendancy at 16:58 see stats
By Enrias the Shalore Necromancer level 13
2nd Summertide 122nd year of Ascendancy at 23:26 see stats
By Enrias the Shalore Necromancer level 24
2nd Dusk 122nd year of Ascendancy at 19:42 see stats
By Enrias the Shalore Necromancer level 34
15th Dusk 122nd year of Ascendancy at 14:39 see stats
By Enrias the Shalore Necromancer level 44
28th Dusk 122nd year of Ascendancy at 05:01 see stats
By Enrias the Shalore Necromancer level 10
7th Mirth 122nd year of Ascendancy at 18:26 see stats
By Enrias the Shalore Necromancer level 20
6th Flare 122nd year of Ascendancy at 19:52 see stats
By Enrias the Shalore Necromancer level 30
8th Dusk 122nd year of Ascendancy at 13:29 see stats
By Enrias the Shalore Necromancer level 40
22nd Dusk 122nd year of Ascendancy at 17:30 see stats
By Enrias the Shalore Necromancer level 8
6th Mirth 122nd year of Ascendancy at 11:31 see stats
By Enrias the Shalore Necromancer level 7
5th Mirth 122nd year of Ascendancy at 08:52 see stats
By Enrias the Shalore Necromancer level 6
79th Pyre 122nd year of Ascendancy at 07:53 see stats
By Enrias the Shalore Necromancer level 18
4th Flare 122nd year of Ascendancy at 15:02 see stats
By Enrias the Shalore Necromancer level 35
15th Dusk 122nd year of Ascendancy at 22:44 see stats
By Enrias the Shalore Necromancer level 30
10th Dusk 122nd year of Ascendancy at 07:29 see stats
By Enrias the Shalore Necromancer level 18
4th Flare 122nd year of Ascendancy at 17:23 see stats
Log
Enrias hits Glorukira the dreaming horror for (8 dismissed), 0 to psi, 1 cold, 32 to psi, 33 darkness, 8 healing (23 psi heal) (67 total damage) [30 healing].
A force shield forms around Enrias.
Enrias forges a dream shield to block the attack!
Character control switched to Emulevea the orc mage-hunter.
Emulevea the orc mage-hunter is not dazed anymore.
Glorukira the dreaming horror's Distortion Bolt hits Enrias for (14 blocked), 690 physical (690 total damage).
Glorukira the dreaming horror's Distortion Bolt hits Emulevea the orc mage-hunter for 2026 physical damage.
Glorukira the dreaming horror's Distortion Bolt killed Enrias!
Glorukira the dreaming horror uses Sleep.
Glorukira the dreaming horror's mind surges with critical power!
Emulevea the orc mage-hunter resists the sleep!
Glorukira the dreaming horror receives 16 healing (46 psi heal).
Talent Explosive Steam Engine is ready to use.
Emulevea the orc mage-hunter triggers a trap (Glorukira the dreaming horror's sigil of fascination)!
Glorukira the dreaming horror uses Maelstrom.
Glorukira the dreaming horror's mind surges with critical power!
Glorukira the dreaming horror receives 15 healing (45 psi heal).
Glorukira the dreaming horror uses Distortion Wave.
Emulevea the orc mage-hunter is knocked back!
Emulevea the orc mage-hunter resists the stun!
Glorukira the dreaming horror hits Emulevea the orc mage-hunter for 525 physical damage.
Emulevea the orc mage-hunter calms down.
Talent Mana Clash is ready to use.
Ran for 2 turns (stop reason: taken damage).
You feel a surge of power as a powerful creature falls nearby.
Character control switched to Enrias.
Saving game...