










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. 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. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Automated Portable Extractor (APE) Tweak 1.3.0Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Harbinger 1.5.6 Doomed/Darkness Tweaks 1.5.5Gem 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 High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Weapon Schematics for Tinkers at Birth 1.5.5Adds class-appropriate weapon schematics to the birth definition of Tinker classes. Requires Embers of Rage DLC. Based on a suggestion by Mel. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Galvanic Alchemancer 1.5.9Adds a new subclass for tinkers. Galvanic Alchemancers bridge the gap between the roles of Alchemist and Tinker. Due to the nature of their art, Galvanic Alchemancers learn alchemy and magic that is associated with lightning, though they can study other fields as well. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Inferno Race Pack 1.4.0Adds a collection of my races. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ghoul MultiFork - Neg. Healing Mod Instead of Neg. Speed, also Ghoul Buff + Ghouls Dont Breathe Tinker Fix 1.5.5Replaces the Ghoul Global Speed Penalty of the default 1.5.5 game with a starting healing mod of 51% (compared to normal). Also includes Ghouls Don't Breathe features (thanks blortad) with an added fix I made so tinker inscriptions (Embers of Rage DLC feature unlocked in original campaign) don't get overwritten. Ghoul Buff (thanks StarKeep and of course DarkGod) is included in its entirety: Ghoul Buff: Ghoul MultiFork general details: NOT COMPATIBLE WITH: Race Rebalancing Addon aka RACISM, Ghoul Buff addon, Ghouls Dont Breathe addon, Ghoul Global Speed Tweak addon because they change similar things. ADDON PRIORITY (Load order): 1000 This addon OVERLOADS the Ghoul racial skills file to add the 1% healing mod bonus per level and incorporate the Ghoul Buff features: This addon also uses a 'ToME:load' HOOK to change the default ghoul global speed to 100%, to remove the requirement for ghouls to breathe, to set the basic healing factor, and to change the character creation text. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Inferno Forger 1.5.0Adds the Inferno Forger, a tinker class. As steamtech swept over Maj'Eyal, some mages adapted to it. Similar to Psyshots, these so-called Inferno Forgers use steampower to enhance their own powers - in this case, fire magic. 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:
Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Improved Respec 1.5.10Uses version 1.5.10 LevelupDialog.lua as a base, but allows base stats to be respecced to 1 and unlearning of known categories. minmay's minor mindslot mindstar modification 1.5.5 Weapon Egos on Mindstars 1.5.10Add regular weapon egos to mindstars. Items Vault 1.5.0Donators/Buyers bonus! The Enforcer 1.5.10Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes. Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 . Gladiator 1.5.10Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Steamshaper Subclass 1.5.3Adds the Steamshaper, a Tinker Subclass. "Powerful psionics are able to enter a gestalt with steam generators and technology to enhance their own mental prowess.", ["steamtech/chemistry"] Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Always center your character 1.5.5Always center your character Summons can use tinkers 1.5.9Largely ease the use of tinkers with summons that can wear equipment. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Zephyr 1.5.8 Playable Naloren Race 1.5.10Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Verdant Class Pack 1.5.10Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Nalore |
| Class | Adventurer |
| Level / Exp | 56 / 20% |
| Size | 6 (giant) |
| Lifes / Deaths | Killed by faeros at level 4 on the 77th Pyre 122nd year of Ascendancy at 02:13 5 / 2Killed by elven cultist at level 18 on the 7th Mirth 122nd year of Ascendancy at 11:06 |
| Antimagic | Follower |
Primary Stats
| Strength | 179.17022496364 (base 66) |
| Dexterity | 194.34044992728 (base 60) |
| Constitution | 282.34044992728 (base 40) |
| Magic | 179.17022496364 (base 66) |
| Willpower | 193.34044992728 (base 66) |
| Cunning | 179 (base 62) |
Resources
| Life | 2623/2623 |
| Stamina | 476/623 |
| Equilibrium | 30 |
| Healing Factor | 2.3831044536401 |
| Regeneration | 74.325510635784 |
Speed
| Mental | +55.584045208972% |
| Attack | 0% |
| Movement | +66.131421076059% |
| Spell | 0% |
| Global | +110% |
Vision
| Sight | 12 |
| Lite | 17 |
| Infravision | 15 |
| See Stealth | 51 |
| See Invisible | 67.340449927278 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 420 |
| Accuracy | 97 |
| Crit Chance | 132% |
| APR | 100 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 24.666666666667 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Mind
| Mindpower | 104 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Cold | +43% |
| All | 0% |
| Lightning | +36% |
| Light | +3% |
| Temporal | +13% |
| Darkness | +18% |
| Fire | +23% |
| Mind | +30% |
Offense: Damage Penetration
| Physical | +36% |
| Darkness | +5% |
| Nature | +25% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 170.41804885506 (100%) |
| Defense | 104 |
| Ranged Defense | 104 |
| Fatigue | 0 |
| Physical Save | 117 |
| Spell Save | 114 |
| Mental Save | 108 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 53%( 80%) |
| Mind | + 35%( 70%) |
| All | + 22%( 70%) |
| Physical | + 35%( 82%) |
| Lightning | + 35%( 79%) |
| Light | + 35%( 70%) |
| Temporal | + 35%( 70%) |
| Cold | + 35%( 79%) |
| Darkness | + 35%( 77%) |
| Fire | + 35%( 79%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 70% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
| Disarm Resistance | 72% |
| Bleed Resistance | 20% |
| Pinning Resistance | 85% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 698 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 807 damage for 5 turns. Its effects scale with your Strength stat. |
| 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 464 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Tremor | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Thunder | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Supercell | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Blizzard | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Blaze | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Expertise / Exotic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cyclone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Gladiator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Rain | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Endurance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wild magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Hunter | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Antimagic | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Naloren | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Apply Poison |
| talent | Leeching Poison |
| talent | Volatile Poison |
| talent | Prime Physique |
| talent | Total Thuggery |
| talent | Lacerating Strikes |
| talent | Battle Frenzy |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +10% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | All stats increased by 89. Pain Enhancement System |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You successfully escorted the injured seer to the recall portal on level 22 of Infinite Dungeon. Escort: injured seer (level 22 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by elven guard. Escort: injured seer (level 28 of Infinite Dungeon) | failed |
You failed to protect the lost anorithil from death by Neroravena, the lost anorithil. Escort: lost anorithil (level 21 of Infinite Dungeon) | failed |
You successfully escorted the lost anorithil to the recall portal on level 33 of Infinite Dungeon. Escort: lost anorithil (level 33 of Infinite Dungeon)As a reward you improved Willpower by +2. | done |
You failed to protect the lost anorithil from death by Layuwen the large white snake. Escort: lost anorithil (level 7 of Infinite Dungeon) | failed |
You failed to protect the lost sun paladin from death by Polona the skeleton archer. Escort: lost sun paladin (level 4 of Infinite Dungeon) | failed |
You failed to protect the lost tinker from death by Zuburetta the dredgling. Escort: lost tinker (level 26 of Infinite Dungeon) | failed |
You successfully escorted the repented thief to the recall portal on level 37 of Infinite Dungeon. Escort: repented thief (level 37 of Infinite Dungeon)As a reward you improved Dexterity by +2. | done |
You failed to protect the worried loremaster from death by Glorynn the mean looking elven guard. Escort: worried loremaster (level 39 of Infinite Dungeon) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 11) | 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 15)You completed the challenge and received: Random Artifact: Magmahunger (Corpses) (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 17) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 18)You completed the challenge and received: Random Artifact: Swampraider (Madness) (10-11 power, 24 apr, mind damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Glerilaith | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 36) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 31)You completed the challenge and received: Random Artifact: Chalosta (Madness) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 34)You completed the challenge and received: Random Artifact: Magmaveil | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 35)Turns left: 0 You completed the challenge and received: Random Artifact: Eclipsebreacher (Shrouds) (13-14.3 power, 24 apr, mind damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 14) | failed |
Leave the level in less than 192 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (192) (Level 8)Turns left: -1 | failed |
Leave the level in less than 354 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (354) (Level 20)Turns left: 255 You completed the challenge and received: Random Artifact: Berim (Corpses) (12.5-17.5 power, 3 apr) | 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 | Boots of the Hunter (Nightmares) (2 def, 12 armour)Requires: - Talent Naloren Combat Style Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Nightmares It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | watchleader's dwarven lantern of clarityRequires: Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +15 (+3 eff.) Blindness immunity: +50% Confusion immunity: +27% Light radius: +10 See stealth: +46 See invisible: +38 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 64 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather hat 'Darkrain' (Corpses) (8 def, 14 armour)Requires: Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 12 darkness Changes stats: +5 Str / +5 Con Changes resistances: +12% darkness / +7% all Changes resistances penetration: +5% darkness Changes damage: +3% blight / +3% temporal Physical save: +40 (+6 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses A hat made of leather. Very stylish. |
| Tool | The Guardian's TotemRequires: Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
| On fingers | Ring of the War MasterRequires: Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Rainkarma the voratun ringRequires: Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+0 eff.) Fatigue: -4% Changes stats: +14 Str / +1 Cun / +8 Con Changes resistances: +40% cold Changes resistances penetration: +25% nature Changes damage: +3% light / +20% cold Life regen: +1.80 Maximum life: +100.00 Light radius: +2 Infravision radius: +3 Healing mod.: +30% Rings can have magical properties. |
| Around waist | Xanyna the hardened leather belt (Shrouds)Requires: Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +4 Dex / +6 Mag / +3 Con Changes damage: +30% mind Spell save: +10 (+2 eff.) Infravision radius: +3 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
| In main hand | inquisitor's orite trident of the leech (Shrouds) (44-70.4 power, 13 apr)Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 44.0 - 70.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 30 arcane resource burn * Slows global speed by 23% * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 23 nature slow Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
| On hands | brawler's voratun gauntlets of the iron hand (Corpses) (0 def, 3 armour)Requires: - Talent Naloren Combat Style Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Str / +4 Dex / +3 Wil / +3 Cun / +3 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+1 eff.) Disarm immunity: +22% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Chromatic Harness (Nightmares) (10 def, 14 armour)Requires: - Talent Naloren Combat Style Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Nightmares This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
| Cloak | Duskrebel the cashmere cloak (Nightmares) (10 def, 6 armour)Requires: Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+1 eff.) Changes stats: +6 Str / +4 Dex / +3 Mag / +2 Con Changes resistances: +7% acid / +6% darkness / +6% fire / +6% cold / +7% lightning Talent mastery: +0.30 Technique / Combat training Physical save: +16 (+2 eff.) Spell save: -5 (-1 eff.) Mental save: +19 (+3 eff.) Stamina each turn: +0.40 Mana each turn: -0.20 Light radius: +1 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stralite amulet 'Voidgasher'Requires: Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 4 darkness Changes stats: +9 Dex / +9 Cun / +7 Con Changes resistances: +23% lightning / +12% blight Changes resistances penetration: +20% temporal Changes damage: +18% darkness Blindness immunity: +30% Stun/Freeze immunity: +44% Life regen: +1.30 Stamina each turn: +1.30 Infravision radius: +9 Sight radius: +2 See invisible: +13 Movement speed: +10% Amulets can have magical properties. |
Inventory
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. |
This item will automatically be transmogrified when you leave the level.The Black Spike (Madness) (48-67.2 power, 20 apr) Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Madness "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level.inquisitor's voratun longsword of erosion (Misfortune) (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +20 temporal / +18 nature Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.voratun longsword 'Yvigarilaith' (Shrouds) (42.5-59.5 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +68% Damage (Melee): +12 blight Burst (radius 1) on hit: +16 blight When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 27% chance to disease Changes stats: +4 Wil Changes resistances: +9% blight Disarm immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Swampbait (Misfortune) (36.5-51.1 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 27% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 13 bleeding, 53% reduced healing * cripple the target Damage (Melee): +19 mind When wielded/worn: Physical crit. chance: +26.0% Physical power: +11 (+1 eff.) Effects on melee hit: * 27 arcane resource burn Changes stats: +6 Cun / +6 Wil Changes resistances: +3% lightning / +6% blight / +6% cold / +9% nature / +3% fire Changes damage: +18% nature Spell save: +10 (+2 eff.) Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blighted dragonbone vilestaff (Shrouds) (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 19% chance to disease Changes damage: +30% blight Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +40.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of power (Shrouds) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes damage: +20% all Spellpower: +18 (+2 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Steam Powered Boots (Corpses) (8 def, 15 armour) Requires: - Talent Naloren Combat Style Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Corpses Boots. But with steam power! |
Scale Mail of Kroltar (Misfortune) (10 def, 18 armour)Requires: - Constitution 38 - Talent Naloren Combat Style Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Misfortune It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 70.93 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Pitchripper the dwarven-steel pickaxe (dig speed 23 turns)Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 12 darkness Changes stats: +3 Cun / +2 Str Changes resistances: +9% darkness / +9% acid Changes resistances penetration: +20% darkness Changes damage: +12% darkness / +18% acid Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Spydric Poison (3/3)Requires: Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 916.68 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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
Bringer of Doom
Killed a Bringer of Doom.By Neptune the Nalore Adventurer level 35
9th Flare 122nd year of Ascendancy at 03:30 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Neptune the Nalore Adventurer level 30
3rd Flare 122nd year of Ascendancy at 13:18 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Neptune the Nalore Adventurer level 46
9th Dusk 122nd year of Ascendancy at 10:59 see stats
Exterminator
Killed 1000 creatures.By Neptune the Nalore Adventurer level 26
3rd Summertide 122nd year of Ascendancy at 08:37 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Neptune the Nalore Adventurer level 16
4th Mirth 122nd year of Ascendancy at 17:33 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Neptune the Nalore Adventurer level 29
3rd Flare 122nd year of Ascendancy at 09:57 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Neptune the Nalore Adventurer level 43
5th Dusk 122nd year of Ascendancy at 23:50 see stats
Infinite x40
Got to level 40 of the infinite dungeon.By Neptune the Nalore Adventurer level 56
19th Dusk 122nd year of Ascendancy at 16:07 see stats
Invasion from the Depths
Stopped a naga invasion by closing their portal.By Neptune the Nalore Adventurer level 31
5th Flare 122nd year of Ascendancy at 02:26 see stats
Level 10
Got a character to level 10.By Neptune the Nalore Adventurer level 10
77th Pyre 122nd year of Ascendancy at 10:40 see stats
Level 20
Got a character to level 20.By Neptune the Nalore Adventurer level 20
8th Mirth 122nd year of Ascendancy at 15:52 see stats
Level 30
Got a character to level 30.By Neptune the Nalore Adventurer level 30
3rd Flare 122nd year of Ascendancy at 10:41 see stats
Level 40
Got a character to level 40.By Neptune the Nalore Adventurer level 40
3rd Dusk 122nd year of Ascendancy at 02:43 see stats
Level 50
Got a character to level 50.By Neptune the Nalore Adventurer level 50
13rd Dusk 122nd year of Ascendancy at 04:37 see stats
Size is everything
Did over 1500 damage in one attack.By Neptune the Nalore Adventurer level 30
3rd Flare 122nd year of Ascendancy at 22:29 see stats
Size matters
Did over 600 damage in one attack.By Neptune the Nalore Adventurer level 20
8th Mirth 122nd year of Ascendancy at 16:25 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Neptune the Nalore Adventurer level 31
5th Flare 122nd year of Ascendancy at 05:49 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Neptune the Nalore Adventurer level 28
1st Flare 122nd year of Ascendancy at 10:49 see stats
Log
You collect a new ingredient: orc heart (1).
Neptune's mind surges with critical power!
Neptune's mind surges with critical power!
Neptune's mind surges with critical power!
Neptune's mind surges with critical power!
Neptune receives 806 healing.
Neptune hits Adutta the orc cryomancer for 74 fire, 1307 physical (1381 total damage).
Neptune receives 38 healing from Battle Frenzy.
Neptune killed Adutta the orc cryomancer!
Neptune picks up (b.): inquisitor's voratun longsword of erosion (Misfortune) (40.5-56.7 power, 6 apr).
Neptune picks up (d.): Swampbait (Misfortune) (36.5-51.1 power, 5 apr).
Neptune picks up (e.): Steam Powered Boots (Corpses) (8 def, 15 armour).
Neptune picks up (b.): The Black Spike (Madness) (48-67.2 power, 20 apr).
Neptune picks up (f.): elven-silk robe of power (Shrouds) (5 def, 0 armour).
Neptune picks up (f.): blighted dragonbone vilestaff (Shrouds) (30-36 power, 6 apr, blight element).
Lore found: Steam Powered Boots (Corpses)
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: The Black Spike (Madness)
You can read all your collected lore in the game menu, by pressing Escape.
Neptune deactivates Volatile Poison.
Neptune deactivates Total Thuggery.
Neptune deactivates Apply Poison.
Neptune deactivates Antimagic Shield.
Neptune deactivates Lacerating Strikes.
Neptune deactivates Battle Frenzy.
Neptune deactivates Leeching Poison.
Neptune no longer feels strong.
Neptune deactivates Prime Physique.
















































































