Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience 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 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. 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: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! 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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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
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: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.5.3Donators/Buyers bonus! |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Adventurer |
Level / Exp | 138 / 88% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1081 (base 74) |
Dexterity | 1085 (base 60) |
Constitution | 1131 (base 124) |
Magic | 1131 (base 124) |
Willpower | 1149 (base 124) |
Cunning | 1079 (base 60) |
Resources
Life | 4091361/4091361 |
Mana | 15403/15423 |
Psi_feedback | 63/2055 |
Healing Factor | 2.4224673328209 |
Regeneration | 26537.88738432 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +695% |
Spell | +200% |
Global | +885% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 10 |
See Stealth | 190.09942802913 |
See Invisible | 190.09942802913 |
ESP Range | 10 |
ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
Damage | 685 |
Accuracy | 421 |
Crit Chance | 770% |
APR | 3056 |
Speed | 0.33 |
Offense: Spell
Spellpower | 467 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 297.15 |
Offense: Mind
Mindpower | 467 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 1721 (100%) |
Defense | 312 |
Ranged Defense | 312 |
Fatigue | 0 |
Physical Save | 339 |
Spell Save | 338 |
Mental Save | 337 |
Defense: Resistances
All | +302%(100%) |
Defense: Immunities
Disarm Resistance | 0% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Poison Resistance | 33% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 12.00 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 12.00 |
| 11/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Spell / Meta | 1.00 |
| 8/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Spell / Wildfire | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Air | 12.00 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 8/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 8/5 |
| 8/5 |
| 11/5 |
| 8/5 |
Technique / Conditioning | 1.00 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Effects
talent | Quicken Spells |
talent | Burning Wake |
talent | Wildfire |
talent | Shielding |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | Infinite Dungeon Challenge: Pacifist (Level 50) Challenge |
beneficial effect | The target's spellpower has been increased by 27. Spellsurge |
Quests
You abandoned lone alchemist to death. Escort: lone alchemist (level 10 of Infinite Dungeon) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 15 of Infinite Dungeon) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 24 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 25 of Infinite Dungeon) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 12 of Infinite Dungeon) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 20 of Infinite Dungeon) | failed |
You abandoned repented thief to death. Escort: repented thief (level 31 of Infinite Dungeon) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 17 of Infinite Dungeon) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 29 of Infinite Dungeon) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 23) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 26) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3) | 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 38) | 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 48) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: Random Artifact: Infernogash (8 def, 6 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 46) | failed |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 4)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 35) | 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 50) | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 6)You completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level in less than 147 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (147) (Level 34)Turns left: 134 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 147 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (147) (Level 8)Turns left: 123 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 18 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (18) (Level 41)Turns left: 5 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 231 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (231) (Level 9)Turns left: 217 You completed the challenge and received: Random Artifact: Radiancejam (15/15, 121% power, 2 apr) | done |
Leave the level in less than 282 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (282) (Level 36)Turns left: 263 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 552 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (552) (Level 30)Turns left: 535 You completed the challenge and received: +3 Stat Points | 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 | pair of voratun boots 'Helltreason' (0 def, 5 armour) pair of voratun boots 'Helltreason' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 mind Changes stats: +8 Mag / +5 Wil Changes resistances penetration: +15% blight / +15% fire / +14% physical Changes damage: +3% arcane / +6% fire Stamina each turn: +1.30 Mana each turn: +0.59 Maximum mana: +100.00 Maximum stamina: +40.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +8% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | 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. |
On head | Rhindil the Glimmeroozer (3 def, 4 armour) Rhindil the Glimmeroozer (3 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +9 Wil Changes resistances: +18% nature / +28% fire Changes damage: +19% fire Reduces incoming crit damage: 20.00% Physical save: +15 (+1 eff.) Spell save: +3 (+0 eff.) Blindness immunity: +10% Poison immunity: +5% Mana each turn: +3.00 Mana when hit: +1.40 Maximum mana: +101.00 Spellpower: +9 (+0 eff.) Light radius: +2 It can be used to activate talent Manaflow, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 73 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | treant's copper ring of life treant's copper ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +7% blight Poison immunity: +13% Disease immunity: +12% Life regen: +0.70 Maximum life: +47.00 Healing mod.: +13% Rings can have magical properties. |
On fingers | treant's steel ring of pilfering treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+0 eff.) Armour penetration: +10 Defense: +11 (+1 eff.) Changes resistances: +8% nature / +9% blight Poison immunity: +15% Disease immunity: +18% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | Brandstake (136% power, 6 apr, arcane element) Brandstake (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes resistances: +15% darkness / +12% temporal Changes resistances penetration: +10% nature Changes damage: +30% arcane / +3% fire Talent granted: +1 Command Staff Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +41 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +31 Resist all after a teleport: +24% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to conjure elemental energy in a radius 10 cone, dealing 684.72 to 821.67 arcane damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Archacker the drakeskin leather gloves (0 def, 3 armour) Archacker the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 14 temporal Damage (Ranged): 20 temporal Damage when hit (Melee): 8 nature Changes stats: +9 Cun / +9 Dex Changes resistances: +9% fire / +9% nature / +15% temporal Changes resistances penetration: +15% lightning / +10% acid Changes damage: +21% lightning / +6% fire / +9% temporal Mana each turn: +0.35 Spellpower: +14 (+0 eff.) Spell crit. chance: +10% It can be used to activate talent Steady Shot, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Malyblek the Dimjam (5 def, 23 armour) Malyblek the Dimjam (5 def, 23 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +4% Damage (Melee): 10 fire Damage (Ranged): 9 fire Damage when hit (Melee): 28 light / 28 acid Changes stats: +5 Str / +2 Dex / +12 Wil / +2 Cun Changes resistances: +50% blight / +30% physical / +54% darkness / +28% fire Changes resistances penetration: +15% darkness / +15% temporal Grants telepathy: Dragon Humanoid/Orc Light radius: +4 Infravision radius: +2 A suit of armour made of leather. |
Cloak | Gorilathathel the Plagueborn (3 def, 0 armour) Gorilathathel the Plagueborn (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +63 (+3 eff.) Defense: +3 (+1 eff.) Fatigue: -20% Effects on melee hit: * Slows global speed by 56% Damage when hit (Melee): 8 acid / 8 mind / 4 nature Changes resistances: +20% acid / +18% darkness / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +15% nature Maximum life: +220.00 Maximum stamina: +79.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Flashdream FlashdreamInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+1 eff.) Fatigue: -8% Changes stats: +2 Str / +9 Dex / +9 Cun / +8 Con Changes resistances: +3% light / +11% physical Changes resistances cap: +4% all Changes resistances penetration: +25% light Changes damage: +6% mind Physical save: +27 (+1 eff.) Life regen: +1.20 Stamina each turn: +2.60 Movement speed: +10% Amulets can have magical properties. |
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. |
controlled phase door rune (range 10) controlled phase door rune (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -19 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. 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. |
schematic: Healing Salve schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
copper amulet 'Obsidianbore' copper amulet 'Obsidianbore'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +2 Wil Changes resistances penetration: +15% darkness Life regen: +0.40 Amulets can have magical properties. |
elm magestaff (100% power, 2 apr, fire element) elm magestaff (100% power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Zakan the stralite mail armour (27 def, 15 armour) Zakan the stralite mail armour (27 def, 15 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +15 Defense: +27 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +16% Changes stats: +9 Str / +2 Dex / +5 Cun / +6 Con Changes resistances: +9% physical Physical save: +49 (+2 eff.) Mental save: +19 (+1 eff.) Maximum life: +126.00 Healing mod.: +5% A suit of armour made of mail. |
pair of hardened leather boots 'Tempestdare' (0 def, 3 armour) pair of hardened leather boots 'Tempestdare' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +3 Dex / +4 Mag Changes resistances: +6% lightning / +8% fire / +6% cold Grants telepathy: Demon/Minor Demon/Major A pair of boots made of leather. |
Brightzeal (24 def, 5 armour) Brightzeal (24 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 (+2 eff.) Fatigue: -1% Effects on melee hit: * 30% chance to blind Changes stats: +1 Con / +2 Mag Changes resistances: +15% lightning / +15% temporal / +9% light / +9% acid Physical save: +13 (+0 eff.) Spell save: +15 (+1 eff.) Mental save: +14 (+0 eff.) Light radius: +2 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 165 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Sulfurrebel (0 def, 1 armour) Sulfurrebel (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +1 Changes resistances: +9% nature Changes damage: +3% nature Physical save: +5 (+0 eff.) Mental save: +8 (+0 eff.) Poison immunity: +5% Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. |
Karebar the linen wizard hat (1 def, 0 armour) Karebar the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Wil Changes resistances: +16% cold Changes damage: +6% blight / +11% cold Spell save: +3 (+0 eff.) Mana when firing critical spell: +1.00 Spellpower: +6 (+0 eff.) A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Porasebeth' (2 def, 0 armour) cashmere wizard hat 'Porasebeth' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes resistances: +8% lightning / +7% temporal / +3% blight Changes resistances penetration: +15% blight Changes damage: +6% blight / +6% mind A pointy cloth hat, very wizardly... |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 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. |
2 opal 2 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 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 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. |
4 amethyst 4 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. |
2 onyx 2 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 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. |
2 emerald 2 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. |
4 garnet 4 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. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade 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. |
2 turquoise 2 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. |
ruby 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. |
amber 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
127 alchemist agate 127 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Achievements
By inf500 the Hulk Adventurer level 6
75th Pyre 122nd year of Ascendancy at 03:24 see stats
By inf500 the Hulk Adventurer level 99
76th Pyre 122nd year of Ascendancy at 04:09 see stats
By inf500 the Hulk Adventurer level 79
75th Pyre 122nd year of Ascendancy at 17:17 see stats
By inf500 the Hulk Adventurer level 97
76th Pyre 122nd year of Ascendancy at 02:40 see stats
By inf500 the Hulk Adventurer level 111
76th Pyre 122nd year of Ascendancy at 09:03 see stats
By inf500 the Hulk Adventurer level 119
76th Pyre 122nd year of Ascendancy at 16:37 see stats
By inf500 the Hulk Adventurer level 138
77th Pyre 122nd year of Ascendancy at 02:00 see stats
By inf500 the Hulk Adventurer level 10
75th Pyre 122nd year of Ascendancy at 03:24 see stats
By inf500 the Hulk Adventurer level 20
75th Pyre 122nd year of Ascendancy at 05:24 see stats
By inf500 the Hulk Adventurer level 30
75th Pyre 122nd year of Ascendancy at 06:34 see stats
By inf500 the Hulk Adventurer level 40
75th Pyre 122nd year of Ascendancy at 08:40 see stats
By inf500 the Hulk Adventurer level 50
75th Pyre 122nd year of Ascendancy at 10:40 see stats
By inf500 the Hulk Adventurer level 36
75th Pyre 122nd year of Ascendancy at 07:42 see stats
By inf500 the Hulk Adventurer level 27
75th Pyre 122nd year of Ascendancy at 05:54 see stats
By inf500 the Hulk Adventurer level 3
74th Pyre 122nd year of Ascendancy at 16:04 see stats
By inf500 the Hulk Adventurer level 86
75th Pyre 122nd year of Ascendancy at 20:03 see stats
By inf500 the Hulk Adventurer level 34
75th Pyre 122nd year of Ascendancy at 07:20 see stats
By inf500 the Hulk Adventurer level 4
74th Pyre 122nd year of Ascendancy at 21:11 see stats
By inf500 the Hulk Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Inf500's spell attains critical power!
Inf500 is no longer out of phase.
Emithra the mountain troll rushes out!
Emithra the mountain troll misses inf500.
Cyrogabeth the greater shivgoroth rushes out!
Cyrogabeth the greater shivgoroth misses inf500.
Emithra the mountain troll uses Knockback.
Emithra the mountain troll misses inf500.
You gain 8.97 gold from the transmogrification of volcanic drakeskin leather armour of Eyal (5 def, 21 armour).
You gain 3.16 gold from the transmogrification of searing cured leather armour of fire resistance (2 def, 4 armour).
You gain 5.25 gold from the transmogrification of elemental stralite dagger (131% power, 9 apr).
You gain 2.00 gold from the transmogrification of stralite greatsword of projection (160% power, 3 apr).
You gain 25.00 gold from the transmogrification of dragonbone vilestaff 'Arista' (136% power, 6 apr, darkness element).
You gain 7.99 gold from the transmogrification of marksman's gold ring of misery.
New Achievement: Infinite x50 (Madness (Roguelike) difficulty)!
Accepted quest 'Infinite Dungeon Challenge: Pacifist (Level 50)'! (Press 'j' to see the quest log)
Quest 'Infinite Dungeon Challenge: Exterminator (Level 49)' 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.
Inf500 casts Vision.
Inf500 deactivates Burning Wake.
Inf500 deactivates Shielding.
Inf500 deactivates Quicken Spells.
Inf500 deactivates Wildfire.
Inf500 is no longer surging arcane power.