Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Allow Respec Anywhere 1.2.3Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Hulk! 1.4.8 Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. |
| Campaign | Infinite |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Hulk |
| Class | Temporal Warden |
| Level / Exp | 220 / 58% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1220 (base 214) |
| Dexterity | 1225 (base 214) |
| Constitution | 1224 (base 214) |
| Magic | 1241 (base 214) |
| Willpower | 1240 (base 214) |
| Cunning | 1247 (base 214) |
Resources
| Equilibrium | 20 |
| Life | 8938882/8938882 |
| Paradox | 300 |
| Stamina | 9731/9731 |
| Psi_feedback | 1026/3285 |
| Healing Factor | 2.40631276901 |
| Regeneration | 29239.996791966 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +1439.7067099009% |
| Spell | +200% |
| Global | +1295% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 18 |
| See Stealth | 1801.5385170879 |
| See Invisible | 1808.5385170879 |
Offense: Mainhand
| Damage | 5037 |
| Accuracy | 361 |
| Crit Chance | 770% |
| APR | 1356 |
| Speed | 0.33 |
Offense: Offhand
| Damage | 591 |
| Accuracy | 362 |
| Crit Chance | 768% |
| APR | 1389 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 114.66666666667 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 427.05 |
Offense: Mind
| Mindpower | 351 |
| Crit Chance | 100% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 1609.3517721024 (100%) |
| Defense | 350 |
| Ranged Defense | 350 |
| Fatigue | 29 |
| Physical Save | 408 |
| Spell Save | 407 |
| Mental Save | 409 |
Defense: Resistances
| All | +482%(100%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 32% |
| Bleed Resistance | 20% |
| Confusion Resistance | 100% |
| Stun Resistance | 32% |
| Disarm Resistance | 45% |
| Poison Resistance | 20% |
| Blind Resistance | 35% |
Inscriptions (3/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
| Cunning / Tactical | 10.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Stasis | 2.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Threaded Combat | 1.90 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Temporal Combat | 78.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Temporal Hounds | 1.90 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Speed Control | 2.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Temporal Guardian | 10.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Spacetime Folding | 9.60 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Bow Threading | 10.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Blade Threading | 100.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
| Cunning / Survival | 1.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Wild-gift / Harmony | 3.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Chronomancy | 3.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Spacetime Weaving | 2.60 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Chronomancy / Fate Weaving | 2.80 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| Technique / Combat training | 2.20 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Effects
| talent | Elemental Harmony |
| beneficial effect | Increases life regen by 141.00. Elemental Harmony |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | The target is moving is 345% faster. 3 Celerity |
| detrimental effect | Zone-wide effect: +10% cold damage, -10% cold resistance, -10% physical save, -20% confusion immunity. Grave chill |
| beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (6.8 counters remaining) Counter Attacking |
Quests
You failed to protect the injured seer from death by InfiniteDungeonx500Hulk. Escort: injured seer (level 5 of Infinite Dungeon) | failed |
You failed to protect the lone alchemist from death by InfiniteDungeonx500Hulk. Escort: lone alchemist (level 22 of Infinite Dungeon) | failed |
You failed to protect the lone alchemist from death by InfiniteDungeonx500Hulk. Escort: lone alchemist (level 38 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 36 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by InfiniteDungeonx500Hulk. Escort: lost anorithil (level 4 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by InfiniteDungeonx500Hulk. Escort: lost sun paladin (level 13 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by InfiniteDungeonx500Hulk. Escort: lost sun paladin (level 21 of Infinite Dungeon) | failed |
You abandoned repented thief to death. Escort: repented thief (level 31 of Infinite Dungeon) | failed |
You failed to protect the temporal explorer from death by InfiniteDungeonx500Hulk. Escort: temporal explorer (level 10 of Infinite Dungeon) | failed |
Wake up and kill the dreaming horror boss 'Velatira the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 87)You completed the challenge and received: Random Artifact: Wretchwrack (19-26.6 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 32) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 42) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 46) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 56) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 58) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 62) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 63) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 64) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 66) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 68) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 69) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 71) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 74) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 82) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 83) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 85) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 94) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 99) | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 26)0 / 2 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 27)0 / 3 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 52) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 92) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 18) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 3) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 37) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 54)You completed the challenge and received: +1 Class Point and +3 Stat Points | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 60) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 72) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 86)You completed the challenge and received: +1 Category Point and +1 Category Point | done |
Leave the level in less than 123 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (123) (Level 97)Turns left: 96 You completed the challenge and received: Random Artifact: Lightmistress (41-57.4 power, 6 apr) | done |
Leave the level in less than 213 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (213) (Level 35)Turns left: 185 You completed the challenge and received: Random Artifact: Carrionstone (13-19.5 power, 2 apr) | done |
Leave the level in less than 354 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (354) (Level 53)Turns left: 343 You completed the challenge and received: Random Artifact: Greenquake (3 def, 14 armour) | done |
Leave the level in less than 438 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (438) (Level 81)Turns left: 428 You completed the challenge and received: Random Artifact: Dimwind (30-36 power, 6 apr, acid element) | done |
Leave the level in less than 48 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (48) (Level 24)Turns left: 41 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 54 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (54) (Level 78)Turns left: 43 You completed the challenge and received: Random Artifact: Hellsspawn (17-22.1 power, 10 apr) | done |
Leave the level in less than 72 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (72) (Level 91)Turns left: 65 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 81 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (81) (Level 51)Turns left: 38 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | undeterred pair of hardened leather boots (0 def, 3 armour) undeterred pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Silence immunity: +32% Confusion immunity: +36% Stun/Freeze immunity: +32% A pair of boots made of leather. |
| Quiver | pouch of steel shots (18/18, 20.5-24.6 power, 2 apr) pouch of steel shots (18/18, 20.5-24.6 power, 2 apr)Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
| Light source | survivor's brass lantern of clarity survivor's brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+0 eff.) Mental save: +5 (+0 eff.) Light radius: +2 See stealth: +6 See invisible: +7 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. |
| On head | elven-silk wizard hat 'Urelatharek' (3 def, 0 armour) elven-silk wizard hat 'Urelatharek' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 mind Changes stats: +14 Mag / +18 Wil / +9 Cun / +10 Con Changes resistances: +9% darkness / +6% nature Changes damage: +20% arcane / +6% mind Physical save: +56 (+3 eff.) Blindness immunity: +20% Cut immunity: +20% Disarm immunity: +45% Spellpower: +5 (+0 eff.) Mindpower: +6 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 3 cooldown : Effective talent level: 5.0 Power cost: 3 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
| On hands | cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +3% fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Hathendil [power 90] (5 cooldown) Hathendil [power 90] (5 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +15% lightning / +9% temporal / +12% light Changes damage: +9% blight / +6% mind / +3% arcane Talent cooldown: Lay Web (-2 turns) Talent granted: +10 Lay Web Physical save: +6 (+0 eff.) Blindness immunity: +15% Poison immunity: +20% Disease immunity: +15% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +10.00 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's gold ring of misery marksman's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +7 Cun / +7 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| On fingers | steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
| Around neck | Thundersweep the voratun amulet Thundersweep the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes stats: +7 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% arcane Changes damage: +6% lightning / +8% temporal / +8% light / +12% blight / +7% physical / +8% darkness Talent mastery: +0.40 Cunning / Tactical Critical mult.: +5.00% Physical save: +24 (+1 eff.) Spell save: +25 (+1 eff.) Mental save: +25 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+0 eff.) Spell crit. chance: +10% Damage Shield penetration: +10% Amulets can have magical properties. |
| In main hand | voratun waraxe 'Naturerupture' (59.5-83.3 power, 7 apr) voratun waraxe 'Naturerupture' (59.5-83.3 power, 7 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% On weapon crit: * cripple the target Damage (Melee): +20 light Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 arcane / +24 physical Damage against: +30% Undead When wielded/worn: Physical crit. chance: +17.0% Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Damage when hit (Melee): 12 temporal Changes resistances: +5% arcane One-handed war axes. |
| Around waist | cleansing rough leather belt of the giants cleansing rough leather belt of the giantsInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +6% acid / +5% blight Spell save: +5 (+0 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Blastthorn the living mindstar (18-19.8 power, 40 apr, mind damage) Blastthorn the living mindstar (18-19.8 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural mindstar summons a caller. Base power: 18.0 - 19.8 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Changes stats: +2 Dex / +7 Mag / +9 Cun Changes resistances: +23% mind Changes resistances penetration: +25% mind Changes damage: +6% lightning / +6% nature / +9% mind Critical mult.: +20.00% Reduces incoming crit damage: 25.00% Mental save: +10 (+0 eff.) Maximum psi: +68.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +13% Infravision radius: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | thick linen cloak of Iron Throne (1 def, 6 armour) thick linen cloak of Iron Throne (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Runildil (9 def, 20 armour) Runildil (9 def, 20 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+0 eff.) Fatigue: +26% Changes stats: +3 Dex / +9 Wil / +9 Cun Changes resistances: +20% blight / +20% nature / +3% mind / +30% acid Reduced damage from: +15% Unnatural Reduces incoming crit damage: 20.00% Physical save: +9 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +23 (+1 eff.) See invisible: +6 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
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 206 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. |
painweaver's copper ring of misery painweaver's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +8 (+0 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +2 Cun Changes damage: +5% all Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +7 (+0 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
iron longsword (12-16.8 power, 2 apr) iron longsword (12-16.8 power, 2 apr)Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
Healrazor (54.5-76.3 power, 6 apr) Healrazor (54.5-76.3 power, 6 apr)Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Damage (Melee): +16 physical When wielded/worn: Accuracy: +34 (+2 eff.) Physical power: +4 (+0 eff.) Armour: +6 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +10 Str / +7 Dex Changes damage: +6% nature / +15% physical Spell save: +12 (+1 eff.) Stamina each turn: +0.40 Stamina when hit: +2.50 One-handed war axes. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
dreamer's mossy mindstar of venom (3-3.3 power, 12 apr, nature damage) dreamer's mossy mindstar of venom (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar dreams of an epiphany. This natural venom should be returned to the wyrm. Base power: 3.0 - 3.3 Uses stats: 30% Wil, 0% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 acid Changes resistances: +9% mind / +6% acid Changes resistances penetration: +7% acid Changes damage: +7% acid Mental save: +4 (+0 eff.) Life regen: +0.70 Maximum psi: +17.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
elemental quiver of elm arrows (19/19, 13-18.2 power, 5 apr) elemental quiver of elm arrows (19/19, 13-18.2 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
iron plate armour of temporal resistance (3 def, 7 armour) iron plate armour of temporal resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Changes resistances: +16% temporal A suit of armour made of metal plates. |
grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (2 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Changes resistances: +5% lightning / +5% temporal A pair of boots made of leather. |
stabilizing elven-silk wizard hat of the mountain (+20%) (3 def, 0 armour) stabilizing elven-silk wizard hat of the mountain (+20%) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Wil Changes resistances: +20% physical Changes damage: +20% physical Physical save: +15 (+1 eff.) A pointy cloth hat, very wizardly... |
Noblek the Lightningdash (0 def, 5 armour) Noblek the Lightningdash (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 35% chance to daze at end of turn Changes stats: +15 Str / +16 Wil Changes resistances: +13% blight / +9% nature / +9% acid Changes damage: +12% lightning Spell save: +19 (+1 eff.) Mental save: +30 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature 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: 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: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.00 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. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; 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: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 3 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. |
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. |
quick elm totem of cure ailments [power 1] (2 cooldown) quick elm totem of cure ailments [power 1] (2 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 24 (based on Willpower), putting all charms on cooldown for 2 turns. Natural totems are made by powerful wilders to store nature power. |
natural dragonbone totem of cure ailments [power 5] (3 cooldown) natural dragonbone totem of cure ailments [power 5] (3 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 5 poisons or diseases from a target within range 24 (based on Willpower), putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
Backstabbing Traitor (Madness (Roguelike) difficulty)
Killed 6 escorted adventurers while you were supposed to save them.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 99
75th Pyre 122nd year of Ascendancy at 09:48 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 9
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 152
76th Pyre 122nd year of Ascendancy at 18:33 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 160
76th Pyre 122nd year of Ascendancy at 22:24 see stats
Infinite x10 (Madness (Roguelike) difficulty)
Got to level 10 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 81
75th Pyre 122nd year of Ascendancy at 01:16 see stats
Infinite x100 (Madness (Roguelike) difficulty)
Got to level 100 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 220
79th Pyre 122nd year of Ascendancy at 01:39 see stats
Infinite x20 (Madness (Roguelike) difficulty)
Got to level 20 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 97
75th Pyre 122nd year of Ascendancy at 08:35 see stats
Infinite x30 (Madness (Roguelike) difficulty)
Got to level 30 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 109
75th Pyre 122nd year of Ascendancy at 16:29 see stats
Infinite x40 (Madness (Roguelike) difficulty)
Got to level 40 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 124
76th Pyre 122nd year of Ascendancy at 02:31 see stats
Infinite x50 (Madness (Roguelike) difficulty)
Got to level 50 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 155
76th Pyre 122nd year of Ascendancy at 19:17 see stats
Infinite x60 (Madness (Roguelike) difficulty)
Got to level 60 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 173
77th Pyre 122nd year of Ascendancy at 06:09 see stats
Infinite x70 (Madness (Roguelike) difficulty)
Got to level 70 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 181
77th Pyre 122nd year of Ascendancy at 13:11 see stats
Infinite x80 (Madness (Roguelike) difficulty)
Got to level 80 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 202
78th Pyre 122nd year of Ascendancy at 04:44 see stats
Infinite x90 (Madness (Roguelike) difficulty)
Got to level 90 of the infinite dungeon.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 216
78th Pyre 122nd year of Ascendancy at 17:32 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 10
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 20
74th Pyre 122nd year of Ascendancy at 11:11 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 30
74th Pyre 122nd year of Ascendancy at 11:29 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 40
74th Pyre 122nd year of Ascendancy at 12:02 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 50
74th Pyre 122nd year of Ascendancy at 15:12 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 43
74th Pyre 122nd year of Ascendancy at 12:41 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 3
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 3
74th Pyre 122nd year of Ascendancy at 11:05 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 30
74th Pyre 122nd year of Ascendancy at 11:38 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 4
74th Pyre 122nd year of Ascendancy at 11:05 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By InfiniteDungeonx500Hulk the Hulk Temporal Warden level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You may not change level so soon after a kill (1 game turns left to wait)!
You gain 1.28 gold from the transmogrification of woodsman's voratun pickaxe (dig speed 22 turns).
You gain 25.00 gold from the transmogrification of Serpentrot (dig speed 5 turns).
You gain 4.96 gold from the transmogrification of elven-silk cloak of sorcery (3 def, 0 armour).
You gain 21.92 gold from the transmogrification of enlightening voratun plate armour of thunder (9 def, 16 armour).
You gain 8.79 gold from the transmogrification of nimble hardened leather armour of command (25 def, 14 armour).
You gain 3.29 gold from the transmogrification of multi-hued cured leather armour (2 def, 4 armour).
You gain 4.62 gold from the transmogrification of stargazer's cashmere robe of the mind (+16%) (2 def, 0 armour).
You gain 5.40 gold from the transmogrification of hateful pouch of voratun shots of annihilation (21/21, 68-81.6 power, 18 apr).
You gain 5.55 gold from the transmogrification of drakeskin leather sling of true flight.
You gain 9.18 gold from the transmogrification of inquisitor's living mindstar of flames (17.5-19.25 power, 40 apr, mind damage).
You gain 5.53 gold from the transmogrification of absorbing living mindstar of life (17-18.7 power, 40 apr, nature damage).
You gain 4.26 gold from the transmogrification of steel dagger of evisceration (10-13 power, 6 apr).
You gain 25.00 gold from the transmogrification of orichalcum trident 'Glosetta' (54-86.4 power, 16 apr).
You gain 25.00 gold from the transmogrification of Velena the Ebonymire (63-100.8 power, 4 apr).
You gain 12.75 gold from the transmogrification of thunderous stralite greatmaul of dampening (54.5-81.75 power, 3 apr).
You gain 10.86 gold from the transmogrification of warbringer's voratun battleaxe of massacre (77.5-116.25 power, 4 apr).
You gain 6.74 gold from the transmogrification of elven-wood vilestaff of channeling (25-30 power, 5 apr, acid element).
New Achievement: Infinite x100 (Madness (Roguelike) difficulty)!
Quest 'Infinite Dungeon Challenge: Exterminator (Level 99)' is failed! (Press 'j' to see the quest log)
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (devourer)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (devourer)).
InfiniteDungeonx500Hulk deactivates Elemental Harmony.
