












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description 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 1.7.4Official 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 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. Embers of Rage 1.7.4Official 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:
Forbidden Cults 1.7.4Official 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.
|
| Campaign | Infinite |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Higher |
| Class | Sun Paladin |
| Level / Exp | 10 / 48% |
| Size | big |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 86 (base 15) |
| Dexterity | 28 (base 20) |
| Constitution | 82 (base 10) |
| Magic | 28 (base 23) |
| Willpower | 22 (base 11) |
| Cunning | 28 (base 20) |
Resources
| Mana | 1014/1014 |
| Negative | 877/877 |
| Life | 400/400 |
| Paradox | 0 |
| Equilibrium | 18 |
| Vim | 1361/1361 |
| Steam | 900/900 |
| Positive | 857/857 |
| Stamina | 897/897 |
| Psi | 547/547 |
| Healing Factor | 1.4062864045931 |
| Regeneration | 62.381406252252 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +175.31104574647% |
| Spell | -4.9960036108132E-12% |
| Global | +100% |
Vision
| Sight | 17 |
| Lite | 7 |
| Infravision | 22 |
| See Stealth | 89.30489814355 |
| See Invisible | 89.304898143548 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 84 |
| Crit Chance | 85% |
| APR | 72 |
| Speed | 1.11 |
Offense: Offhand
| Damage | 103 |
| Accuracy | 84 |
| Crit Chance | 84% |
| APR | 95 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 31 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
Offense: Damage Penetration
| Light | -5% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 43 (94.051442452011%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 61 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 48%( 70%) |
| Light | + 64%( 70%) |
| Cold | + 59%( 70%) |
| Nature | + 48%( 70%) |
| Physical | + 64%( 70%) |
| Fire | + 70%( 70%) |
| All | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 59% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
| Silence Resistance | 22% |
| Pinning Resistance | 79% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 67% |
Inscriptions (3/5)
| 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) Won't Break Stealth: 100% 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
| Cunning / Artifice | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Celestial / Crusader | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 5.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Furnace | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 5.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Corruption / Shadowflame | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 5.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Spellblaze | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Bloodthirst | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 5.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 5.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 5.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 5.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 5.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 5.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Avoidance | 5.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Tactical | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 5.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 5.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 5.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
| Race / Higher | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Demonic strength | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 5.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 5.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Corruption / Black-magic | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 5.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Dream Forge | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 5.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 5.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Cursed form | 5.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 5.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 5.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Conveyance | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 5.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 5.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Mechanical Arms |
| talent | Chant of Fortitude |
| talent | Kinetic Shield |
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Psiblades |
| talent | Kinetic Aura |
| talent | Savage Hunter |
| talent | Daunting Presence |
| talent | Apply Poison |
| talent | Precise Strikes |
| talent | Automated Cloak Tessellation |
| talent | Skate |
| talent | Gloom |
| talent | Rocket Pod |
| talent | Beyond the Flesh |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| beneficial effect | Countering melee attacks: Has a 81% chance to get an automatic counter attack when avoiding a melee attack. (1.4 counters remaining) Counter Attacking |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 10% of the time and arcane sustains have a 1.0% chance to deactivate each turn. Antimagic Disruption |
| beneficial effect | Infinite Dungeon Challenge (Level 7): Exterminator Challenge |
| beneficial effect | Parrying melee and ranged attacks: Has a 81% chance to deflect up to 29 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorFoes left: 84 | 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
| Psionic focus | 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
| Light source | brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
| On head | Falugund (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +3 Dex Changes resistances: +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Barasus the elm wand of clairvoyance [power 9] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Con Changes resistances: +9% fire Spell save: +3 (+0 eff.) Life regen: +2.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 50 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 5 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | savior's gold ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +9 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +12 (+4 eff.) Silence immunity: +22% Mana each turn: +0.10 Rings make your fingers look great! |
| On feet | scholar's pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +3 (+0 eff.) Movement speed: +25% A pair of boots made of leather. |
| In main hand | iron mace 'Xebreba' (12-17 power, 2 apr)Requires: - Magic 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage against: +6% Unnatural When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +2 Wil Changes resistances: +3% light Knockback immunity: +10% Blunt and deadly. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| In off hand | Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 78% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | thick linen cloak of Iron Throne (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Morningwar (5 def, 3 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Fatigue: +6% Effects on melee hit: * 10 arcane resource burn Changes resistances: +16% cold Changes resistances penetration: +15% light Light radius: +1 A suit of armour made of leather. |
Inventory
Kor's Fall (10-12 power, 0 apr, darkness element)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 damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 2 power out of 6/6) : Effective talent level: 3.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 101.17 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% (202). 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. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) 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. |
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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Olarin the Higher Sun Paladin level 10
76th Pyre 122nd year of Ascendancy at 05:16 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Olarin the Higher Sun Paladin level 10
76th Pyre 122nd year of Ascendancy at 09:47 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Olarin the Higher Sun Paladin level 10
76th Pyre 122nd year of Ascendancy at 09:47 see stats
Log
You gain 0.05 gold from the transmogrification of mummy wrappings (5 def, 2 armour).
You gain 0.87 gold from the transmogrification of rough leather armour of temporal resistance (3 def, 2 armour).
You gain 1.67 gold from the transmogrification of prismatic cured leather armour of cold resistance (6 def, 4 armour).
You gain 0.48 gold from the transmogrification of insulating iron helm (0 def, 3 armour).
You gain 0.73 gold from the transmogrification of linen robe of corrosion (+16%) (0 def, 0 armour).
You gain 0.02 gold from the transmogrification of linen robe (0 def, 0 armour).
You gain 3.68 gold from the transmogrification of dispeller's linen robe (0 def, 0 armour).
You gain 2.19 gold from the transmogrification of elm magestaff of warding (10-12 power, 2 apr, cold element).
You gain 4.15 gold from the transmogrification of cruel elm vilestaff of illumination (10-12 power, 2 apr, acid element).
You gain 2.79 gold from the transmogrification of cruel elm vilestaff of fate (10-12 power, 2 apr, blight element).
You gain 0.75 gold from the transmogrification of arcing iron mace (14-19 power, 2 apr).
You gain 1.59 gold from the transmogrification of steady elm longbow.
You gain 0.45 gold from the transmogrification of iron greatsword of massacre (25-40 power, 1 apr).
You gain 0.45 gold from the transmogrification of iron dagger of massacre (16-20 power, 5 apr).
You gain 3.22 gold from the transmogrification of balanced iron dagger of erosion (10-13 power, 5 apr).
You gain 2.25 gold from the transmogrification of arcing iron dagger of phasing (9-12 power, 11 apr).
You gain 2.16 gold from the transmogrification of acidic iron dagger of daylight (11-14 power, 5 apr).
Olarin quaffs the Potion of Martial Prowess!
You seem to now know how to properly use a bow or a sling.
Images of yourself beating people with a stick spring into your mind. (Staff Combat category can be bought)
You have no more Potion of Martial Prowess.
Olarin casts Displacement Shield.
Saving game...
Saving done.
There is a next level here (press '' or right click to use).
Olarin casts Displacement Shield.
Accepted quest 'Infinite Dungeon Challenge (Level 7): Exterminator'! (Press 'j' to see the quest log)
You feel very confident walking into this place.


















































































































































































































































































