










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Infinite Dungeon Merchants 1.5.10T.O.M.E version 1.7.6
13 NPC merchants will now spawn in Infinite Dungeon and will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
This mod is experimental, Infinite Dungeon runs a script that turns ALL neutral/friendly npcs hostile, so spawning npc merchants is obviously a very challenging task. I've spent many, MANY hours trying to get this to work, but I.D is very thorough and aggressive in its approach to making all entities hostile. As a \"patchwork\" fix, I've disabled the code that turns friendly npcs hostile, so you WILL see friendly mages and warriors fighting hostile monsters in this mod.
|
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 19 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Isewyn the greater telugoroth at level 13 on the 1st Dusk 122nd year of Ascendancy at 03:28 0 / 6Killed by slimy ooze at level 16 on the 7th Dusk 122nd year of Ascendancy at 13:53 Killed by Rak'shor, Grand Necromancer of the Pride at level 18 on the 17th Dusk 122nd year of Ascendancy at 02:17 Killed by skeleton master archer at level 18 on the 17th Dusk 122nd year of Ascendancy at 03:37 Killed by Rak'shor, Grand Necromancer of the Pride at level 19 on the 17th Dusk 122nd year of Ascendancy at 18:09 Killed by Vorivea the cold drake at level 19 on the 17th Dusk 122nd year of Ascendancy at 23:26 |
Primary Stats
| Strength | 45 (base 27) |
| Dexterity | 11 (base 10) |
| Constitution | 49 (base 28) |
| Magic | 47 (base 47) |
| Willpower | 11 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | -26/879 |
| Positive | 9/54 |
| Stamina | 155/168 |
| Healing Factor | 1.2671232876712 |
| Regeneration | 0.31678082191781 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 30 |
| Crit Chance | 3% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
Offense: Damage Penetration
| Light | +25% |
Defense: Base
| Armour (hardiness) | 34.416050405667 (76.629213483146%) |
| Defense | 24 |
| Ranged Defense | 28 |
| Fatigue | 21 |
| Physical Save | 42 |
| Spell Save | 27 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 19%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 3%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 80% |
| Disarm Resistance | 31% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 92.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 46 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 236 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Shield of Light |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Second Life · Retribution |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 15)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 11) | failed |
Leave the level in less than 399 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (399) (Level 8)Turns left: 55 You completed the challenge and received: Random Artifact: Bindur (3-3.3 power, 12 apr, mind damage) | 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
| On feet | [vs. insulating pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]insulating pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes resistances: +6%(-) cold / +6%(-) fire Stamina each turn: +0.40 (-) Maximum stamina: +11.00 (-) A pair of boots made of leather. |
| Light source | [vs. Grinodin the Glarerune (Light source)]Grinodin the Glarerune Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 4(-) light Changes resistances: +3%(-) light / +18%(-) darkness Changes resistances penetration: +25%(-) light Mental save: +6 (+3 eff.) (-) Light radius: +2 (-) See stealth: +6 (-) See invisible: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour) (On head)]stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +2(-) Str Physical save: +13 (+6 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. dwarven-steel gauntlets of the iron hand (0 def, 2 armour) (On hands)]dwarven-steel gauntlets of the iron hand (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Changes stats: +3(-) Str / +3(-) Wil / +3(-) Con Talent masteries: +0.20(-) Technique / Grappling Disarm immunity: +31% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. savior's steel ring of power (On fingers, 1 of 2)]savior's steel ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) (-) Physical save: +6 (+2 eff.) (-) Spell save: +9 (+4 eff.) (-) Mental save: +8 (+4 eff.) (-) Spellpower: +6 (+2 eff.) (-) Mindpower: +6 (+6 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savior's steel ring of power (On fingers, 1 of 2)]titan's stralite ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +4 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +8 (+2 eff.) (+2 (+0 eff.)) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-6 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Feathersteel Amulet (Around neck)]Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | [vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]flaming stralite mace of massacre (50.5-70.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 50.5 - 70.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +7(-) fire Blunt and deadly. |
| Around waist | [vs. cleansing hardened leather belt of resilience (Around waist)]cleansing hardened leather belt of resilience Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7%(-) acid / +8%(-) blight Maximum life: +46.00 (-) A belt that goes around your waist. |
| In off hand | [vs. reinforced dwarven-steel shield of purity (8 def, 7 armour, 31.5-37.8 power, 129 block) (In off hand)]reinforced dwarven-steel shield of purity (8 def, 7 armour, 31.5-37.8 power, 129 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% (-) Block value: +129 (-) When wielded/worn: Armour: +7 (-) Defense: +8 (+4 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) Changes resistances: +11%(-) nature / +11%(-) blight Talents granted: +3.00(-) Block Handheld deflection devices. |
| Cloak | [vs. enveloping cashmere cloak of protection (8 def, 0 armour) (Cloak)]enveloping cashmere cloak of protection (8 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) (-) Physical save: +6 (+2 eff.) (-) Spell save: +5 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. fortifying dwarven-steel plate armour (5 def, 11 armour) (Main armor)]fortifying dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 (-) Defense: +5 (+3 eff.) (-) Fatigue: +24% (-) Changes stats: +3(-) Str / +2(-) Con Maximum life: +44.00 (-) A suit of armour made of metal plates. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion of the wizard (heal 141) 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 and cleanse 1 wound and 1 poison effect. 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. |
This item will automatically be transmogrified when you leave the level.sun infusion (rad 6; power 21; turns 3; dispels darkness) 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: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 3 turns. 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. |
[vs. Rune: Phase Door [phase door rune (range 10; power 15; dur 5)] (on body)]This item will automatically be transmogrified when you leave the level. phase door rune (range 7; power 15; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10(+3) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7(-3). Afterwards you stay out of phase for 4(-1) turns. In this state all new negative status effects duration is reduced by 15%(-%), your defense is increased by 15(-) and all your resistances by 15%(-%). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Phase Door [phase door rune (range 10; power 15; dur 5)] (on body)]This item will automatically be transmogrified when you leave the level. phase door rune (range 6; power 19; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10(+3) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6(-4). Afterwards you stay out of phase for 5(-) turns. In this state all new negative status effects duration is reduced by 19%(+4%), your defense is increased by 19(+4) and all your resistances by 19%(+4%). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the duelist (range 38) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Feathersteel Amulet (Around neck)]grounding steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +3 Con Changes resistances: +15% lightning Maximum encumbrance: +0 (-20) Stun/Freeze immunity: +20% Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. savior's steel ring of power (On fingers, 1 of 2)]Isytha Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +1 Dex / +1 Con Changes resistances: +20% nature Changes damage: +10% nature Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Spell save: +0 (+0 eff.) (-9 (-4 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Maximum stamina: +15.00 Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-6 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-35.5 - -52.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-2) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-7) fire When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. chilling dwarven-steel greatmaul of daylight (42-63 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0(-8.5 - -7.7) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-3) Crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +12 light / +16 cold Burst (radius 1) on hit: +0(-7) fire Damage against: +9% Undead Massive two-handed mauls. |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. manaburning dwarven-steel greatmaul of massacre (50.5-75.75 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 50.5 - 75.8(+0.0 - +5.1) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-3) Crit. chance: +1.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 17 arcane resource burn (+17) Burst (radius 1) on hit: +0(-7) fire Massive two-handed mauls. |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. hateful dwarven-steel greatsword of paradox (39-62.4 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4(-11.5 - -8.3) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-3) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +7 darkness / +14 temporal Burst (radius 1) on hit: +0(-7) fire Damage against: +7% Living When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +10% temporal Massive two-handed swords. |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. iron mace (13.5-18.9 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9(-37.0 - -51.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-3) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-7) fire Blunt and deadly. |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. slime-covered steel waraxe (10.5-14.7 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7(-40.0 - -56.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (-2) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * Slows global speed by 11% (+11%) Burst (radius 1) on hit: +0(-7) fire One-handed war axes. |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing dwarven-steel waraxe of massacre (29-40.6 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 29.0 - 40.6(-21.5 - -30.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning Burst (radius 1) on hit: +0(-7) fire One-handed war axes. |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. balanced steel dagger of daylight (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-39.0 - -55.7) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+1) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +6 light Burst (radius 1) on hit: +0(-7) fire Damage against: +9% Undead When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +6 (+3 eff.) Disarm immunity: +22% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel dagger (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3(-38.0 - -54.4) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+1) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-7) fire Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming stralite mace of massacre (50.5-70.7 power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. vined mindstar (6-6.6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(-44.5 - -64.1) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+13) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-7) fire When wielded/worn: Mindpower: +4 (+4 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.quiver of ash arrows (21/21, 22-30.8 power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 Arrows are used with bows to pierce your foes to death. |
[vs. reinforced dwarven-steel shield of purity (8 def, 7 armour, 31.5-37.8 power, 129 block) (In off hand)]icy dwarven-steel shield of purity (8 def, 2 armour, 31-37.2 power, 79.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2(-0.5 - -0.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% (-) Block value: +80 (-50) Damage (Melee): +12 cold When wielded/worn: Armour: +2 (-5) Defense: +8 (+4 eff.) (-) Ranged Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) Damage (Melee): 5 cold Damage when hit (Melee): 12 ice Changes resistances: +12%(+1%) nature / +10%(-1%) blight Talents granted: +3.00(-) Block Handheld deflection devices. |
[vs. cleansing hardened leather belt of resilience (Around waist)]Isluriwe the Dimparry Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 darkness Changes resistances: +0%(-7%) acid / +15% darkness / +0%(-8%) blight Changes resistances penetration: +10% darkness / +5% blight Changes damage: +6% darkness Stealth bonus: +6 Maximum life: +0.00 (-46.00) A belt that goes around your waist. |
[vs. cleansing hardened leather belt of resilience (Around waist)]blurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Fatigue: -4% Changes resistances: +0%(-7%) acid / +0%(-8%) blight Stealth bonus: +6 Maximum encumbrance: +20 Maximum life: +0.00 (-46.00) A belt that goes around your waist. |
[vs. insulating pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. miner's pair of hardened leather boots of uncanny dodging (4 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (+8) Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +3% (+2%) Changes resistances: +0%(-6%) cold / +0%(-6%) fire Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-11.00) Infravision radius: +1 A pair of boots made of leather. |
[vs. insulating pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]dreamer's pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +3 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% (+1%) Changes resistances: +0%(-6%) cold / +0%(-6%) fire Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-11.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. insulating pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots (0 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 (+9) Fatigue: +3% (+2%) Changes resistances: +0%(-6%) cold / +0%(-6%) fire Stamina each turn: +0.00 (-0.40) Maximum stamina: +0.00 (-11.00) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. dwarven-steel gauntlets of the iron hand (0 def, 2 armour) (On hands)]Ravennail the rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 5 blight Damage when hit (Melee): 16 darkness Changes stats: +0(-3) Str / +2 Dex / +0(-3) Wil / +4(+1) Con Changes resistances: +6% blight Changes damage: +3% blight Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.00(-0.20) Technique / Grappling Disarm immunity: +0% (-31%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. cashmere wizard hat of earthrunes (2 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +2 (-2) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Changes stats: +0(-2) Str / +2 Con Physical save: +0 (+0 eff.) (-13 (-6 eff.)) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 46.13 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
[vs. stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. cleansing cashmere wizard hat of the mountain (+7%) (2 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Changes stats: +0(-2) Str Changes resistances: +7% blight / +12% physical / +7% nature Changes damage: +12% physical Physical save: +0 (+0 eff.) (-13 (-6 eff.)) A pointy cloth hat, very wizardly... |
[vs. stabilizing dwarven-steel helm of strength (+2) (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. bladed hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-1) Fatigue: +3% (-1%) Damage when hit (Melee): 6 physical Changes stats: +2(-) Str Physical save: +0 (+0 eff.) (-13 (-6 eff.)) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 91.8 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
This item will automatically be transmogrified when you leave the level.spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
[vs. Grinodin the Glarerune (Light source)]survivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes resistances: +0%(-3%) light / +0%(-18%) darkness Changes resistances penetration: +0%(-25%) light Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) (-1 (-1 eff.)) Light radius: +2 (-) See stealth: +5 (-1) See invisible: +5 (-) Healing mod.: +10% 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. |
[vs. Prox's Lucky Halfling Foot (Tool)]iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
[vs. Prox's Lucky Halfling Foot (Tool)]defiled ash wand of firewall [power 117] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) Maximum vim: +5.00 It can be used to creates a wall of flames lasting 4 turns (dealing 117 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Prox's Lucky Halfling Foot (Tool)]defiled elven-wood wand of clairvoyance [power 12] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) Maximum vim: +11.00 It can be used to reveal the area around you, dispelling darkness (radius 12, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Grinosin the Ghoul Sun Paladin level 8
9th Mirth 122nd year of Ascendancy at 21:28 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Grinosin the Ghoul Sun Paladin level 11
4th Flare 122nd year of Ascendancy at 20:43 see stats
Level 10
Got a character to level 10.By Grinosin the Ghoul Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 07:14 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Grinosin the Ghoul Sun Paladin level 17
11st Dusk 122nd year of Ascendancy at 03:08 see stats
Log
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Grinosin uses Shield Slam.
Vorivea the cold drake is a martyr.
Vorivea the cold drake loses sight!
Vorivea the cold drake damages himself through Martyrdom!
Grinosin hits Vorivea the cold drake for 21 physical, 32 light, 20 physical, 32 light, 0 cold, 21 physical, 32 light, 0 cold (156 total damage).
Shield of Light hits Vorivea the cold drake for 26 light, 32 light (58 total damage).
Weapon of Wrath hits Vorivea the cold drake for 175 fire damage.
Vorivea the cold drake hits Grinosin for 27 cold, 27 cold, 27 cold, 27 cold (110 total damage).
Shield of Light hits Grinosin for 5 healing, 5 healing, 5 healing, 5 healing (0 total damage) [19 healing].
Vorivea the cold drake uses Stunning Blow.
Grinosin resists the stunning blow!
Grinosin speeds up.
Grinosin hits Vorivea the cold drake for 10 light damage.
Vorivea the cold drake hits Grinosin for (52 blocked), 0 physical (0 total damage).
Vorivea the cold drake casts Searing Light.
Vorivea the cold drake damages himself through Martyrdom!
Grinosin hits Vorivea the cold drake for 21 light damage.
Vorivea the cold drake hits Grinosin for 81 light damage.
Grinosin receives 5 healing from Shield of Light.
--------------------------------
Grinosin's Healing Light has been disrupted by anti-magic forces!
Vorivea the cold drake damages himself through Martyrdom!
Grinosin hits Vorivea the cold drake for 10 light damage.
Vorivea the cold drake's light area effect hits Grinosin for 40 light damage.
Grinosin receives 5 healing from Shield of Light.
Vorivea the cold drake recovers sight.
Vorivea the cold drake casts Moonlight Ray.
Saving game...



















































































