












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. 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: Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit True Respec 1.5.10Allow respec stats, categories and prodigies. Also remove location and last learnt restrictions. Convenient Digging 1.5.5 ID leveling after main company 1.5.5Addon allows to level up above lvl 50 in ID after completing main company. Only Ruined Dungeon is changed. Unlike Infinite500 addon, which is much deeper, there no other changes. When winner complete Ruined Dungeon quest and entering to Infinite Dungeon: Gem Chest 1.5.3Extract Gems is now automatically used in the TransmoChest without needing an upgrade. CHANGES IN 1.1 CHANGES IN 1.1.1 Additional Randart Properties 1.5.5 Automatic Talent Gambits 1.5.5Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Less Shaders 1.5.10Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. Stats uncapper for Infinite Dungeon 1.7.4 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Cat Point Cap Boost 1.5.5 Infinite Dungeon Improved Campaign 1.7.4Get a challenge on every level, but the rewards are a little smaller to compensate (less stat points). Random artifact challenges eliminated. |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Dwarf |
Class | Wanderer |
Level / Exp | 10 / 21% |
Size | medium |
Lifes / Deaths | Killed by Porikira the golem at level 10 on the 23rd Voratun 122nd year of Ascendancy at 13:45 / 1 |
Primary Stats
Strength | 22 (base 12) |
Dexterity | 35 (base 34) |
Constitution | 18 (base 15) |
Magic | 10 (base 12) |
Willpower | 8 (base 5) |
Cunning | 25 (base 25) |
Resources
Life | -24/312 |
Stamina | 89/133 |
Healing Factor | 1.0711363549267 |
Regeneration | 0.26778408873167 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 6 |
See Invisible | 14 |
Offense: Mainhand
Damage | 54 |
Accuracy | 31 |
Crit Chance | 8% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Lightning | +14% |
Cold | +11% |
All | +1% |
Offense: Damage Penetration
Physical | +5% |
Defense: Base
Armour (hardiness) | 6 (57.718496631565%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 12 |
Mental Save | 28 |
Defense: Resistances
Cold | + 16%( 70%) |
Lightning | + 22%( 70%) |
Mind | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Technique / Skirmisher - Slings | 2.40 |
| 3/5 |
| 6/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Infinite Dungeon. Escort: lost sun paladin (level 2 of Infinite Dungeon)As a reward you improved Strength by +5. | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 1): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 5): MultiplicityTurns left: 118 | failed |
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 | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 On weapon hit: * 10% chance to reduce armor by 15% Damage (Ranged): +16 acid / +7 nature Shots are used with slings to pummel your foes to death. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 lightning Changes stats: +2 Dex Changes resistances: +6% lightning Changes damage: +3% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.87 to 74.61 lightning damage (49.74 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (269 total damage) Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% physical Changes damage: +9% nature Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+3 eff.) Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +23 A belt that goes around your waist. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +1% all Mental save: +15 (+8 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +2% Light radius: +1 See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
In main hand | ![]() Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Changes resistances: +3% mind Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Slings are used to hurl stones or metal shots at your foes. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Light source | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Light radius: +5 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 601% for 10 turns (45 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
![]() iron dagger of erosion (10-13 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature Sharp, short and deadly. |
![]() arcing iron greatmaul of paradox (20-29 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 19.5 - 29.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +7 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed mauls. |
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
![]() balanced iron longsword of massacre (17-24 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
![]() steel longsword 'Weepstreak' (16-22 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Mana Clash (5% chance level 1). On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 6 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +5 blight When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +6 (+2 eff.) Disarm immunity: +20% Sharp, long, and deadly. |
![]() horrifying mossy mindstar of resolve (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 3 mind / 4 darkness Changes stats: +2 Wil Changes damage: +2% mind / +3% darkness Talent granted: +1 Attune Mindstar Spell save: +3 (+3 eff.) Mindpower: +2 (+2 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. |
![]() mossy mindstar of life (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +11.00 Mindpower: +2 (+2 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. |
![]() Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +5 acid When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +1.0% Changes damage: +8% acid Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 58.84 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (118). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +1.0% Changes resistances: +10% cold Changes damage: +2% all / +10% cold Spellpower: +10 (+10 eff.) Spell crit. chance: +1% Mental crit. chance: +1% Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.87 cold damage and 3.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% lightning / +7% all Changes damage: +11% lightning Mental save: +16 (+8 eff.) Mindpower: +2 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str Changes resistances: +6% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Duvigar the iron mail armour (12 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +12 (+4 eff.) Fatigue: +12% Silence immunity: +10% Disarm immunity: +10% Maximum life: +20.00 A suit of armour made of mail. |
![]() impenetrable iron mail armour (2 def, 9 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() cleansing rough leather armour of resilience (3 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +11% nature / +10% blight Maximum life: +22.00 A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% A suit of armour made of metal plates. |
![]() icy iron shield (0 def, 2 armour, 18.5 block) Requires: - Shield usage training - Strength 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 2 ice Talent granted: +1 Block Handheld deflection devices. |
![]() iron shield of physical resistance (+10%) (0 def, 2 armour, 22 block) Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +10% physical Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 52 When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 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. |
![]() 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Light radius: +3 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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) Activation costs 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. |
![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 19.5 - 23.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 Damage (Ranged): +5 light Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 Shots are used with slings to pummel your foes to death. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By 2w the Dwarf Wanderer level 10
23rd Voratun 122nd year of Ascendancy at 06:12 see stats
Log
Porikira the golem hits 2w for 15 reflected damage.
Porikira the golem casts Searing Light.
Porikira the golem casts Twilight.
Porikira the golem casts Searing Light.
Porikira the golem hits 2w for 20 light damage.
Porikira the golem hits 2w for 20 light damage.
Porikira the golem casts Searing Light.
Porikira the golem hits 2w for 31 light damage.
2w uses Infusion: Healing.
2w receives 54 healing from Infusion: Healing.
2w uses Hurricane Shot.
The shield around Porikira the golem crumbles.
Porikira the golem reflects damage back to 2w!
2w's Hurricane Shot hits Porikira the golem for (75 absorbed), 0 physical, (14 absorbed), 0 acid, (8 absorbed), 0 nature (0 total damage).
2w's Hurricane Shot hits Porikira the golem for (6 absorbed), 68 physical, 14 acid, 8 nature (90 total damage).
Porikira the golem hits 2w for 75 reflected, 14 reflected, 8 reflected, 6 reflected (102 total damage).
Porikira the golem reflects damage back to 2w!
Porikira the golem reflects damage back to 2w!
2w hits Green ooze for 17 lightning damage.
2w hits Porikira the golem for (15 absorbed), 0 lightning (0 total damage).
2w hits Porikira the golem for 15 lightning damage.
2w hits Porikira the golem for (15 absorbed), 0 lightning (0 total damage).
Porikira the golem's light area effect hits 2w for 10 light damage.
Porikira the golem hits 2w for 15 reflected damage.
Porikira the golem's light area effect hits 2w for 10 light damage.
Porikira the golem's light area effect hits 2w for 10 light damage.
Porikira the golem hits 2w for 15 reflected damage.
2w the level 10 dwarf wanderer was purified to death by Porikira the golem on level 5 of Infinite Dungeon.
Quest 'Infinite Dungeon Challenge (Level 5): Multiplicity' is failed! (Press 'j' to see the quest log)