Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Hulk! 1.4.8 Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Hulk |
Class | Bulwark |
Level / Exp | 37 / 71% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1144 (base 60) |
Dexterity | 1074 (base 60) |
Constitution | 973.02160002569 (base 60) |
Magic | 1063 (base 60) |
Willpower | 1075 (base 60) |
Cunning | 1074 (base 60) |
Resources
Life | 587747/588131 |
Mana | 6253/6253 |
Stamina | 3372/3372 |
Equilibrium | 0 |
Healing Factor | 2.2637839914889 |
Regeneration | 22913.786473457 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +180% |
Spell | +200% |
Global | +400% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 9 |
See Stealth | 165.91625520385 |
See Invisible | 165.91625520385 |
Offense: Mainhand
Damage | 2969 |
Accuracy | 265 |
Crit Chance | 801% |
APR | 154 |
Speed | 0.34 |
Offense: Spell
Spellpower | 206 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 70.2 |
Offense: Mind
Mindpower | 272 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +81% |
Blight | +72% |
Arcane | +72% |
Cold | +72% |
All | 0% |
Mind | +96% |
Lightning | +72% |
Light | +75% |
Temporal | +72% |
Physical | +62% |
Darkness | +96% |
Fire | +90% |
Nature | +78% |
Offense: Damage Penetration
Acid | +69% |
Blight | +62% |
Arcane | +52% |
Cold | +52% |
All | -20% |
Mind | +52% |
Lightning | +52% |
Light | +87% |
Temporal | +52% |
Physical | +52% |
Darkness | +88% |
Fire | +67% |
Nature | +52% |
Defense: Base
Armour (hardiness) | 453.72924466787 (100%) |
Defense | 215 |
Ranged Defense | 216 |
Fatigue | 0 |
Physical Save | 262 |
Spell Save | 265 |
Mental Save | 265 |
Defense: Resistances
Acid | + 65%(100%) |
Blight | + 65%(100%) |
Arcane | + 99%(100%) |
Cold | + 65%(100%) |
All | + 87%(100%) |
Mind | + 65%(100%) |
Lightning | + 65%(100%) |
Light | + 65%(100%) |
Temporal | + 65%(100%) |
Physical | + 65%(100%) |
Darkness | + 65%(100%) |
Fire | + 65%(100%) |
Nature | + 65%(100%) |
Defense: Immunities
Stun Resistance | 47% |
Pinning Resistance | 47% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Staff combat | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Exploit Weakness |
talent | Berserker |
talent | Precise Strikes |
talent | Onslaught |
detrimental effect | The target is on fire, taking 72.88 fire damage per turn. Burning |
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 90% chance to get an automatic counter attack when avoiding a melee attack. (6.4 counters remaining) Counter Attacking |
detrimental effect | The target is infected by a disease, reducing its constitution by 99 and doing 1870.06 blight damage per turn. Rotting Disease |
beneficial effect | Immune to physical effects. Spine of the World |
Quests
You abandoned injured seer to death. Escort: injured seer (level 19 of Infinite Dungeon) | failed |
You abandoned injured seer to death. Escort: injured seer (level 28 of Infinite Dungeon) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 17 of Infinite Dungeon) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 26 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 29 of Infinite Dungeon) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 3 of Infinite Dungeon) | failed |
You abandoned repented thief to death. Escort: repented thief (level 36 of Infinite Dungeon) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 23 of Infinite Dungeon) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 32 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 14) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 42) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 44) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 50) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 54) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 63) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 65) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 66) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 69) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 75) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 77) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 78) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 81) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 84) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 91) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 93) | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 35)1 / 4 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 10) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 24) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 41) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 74) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 59)Turns left: 0 You completed the challenge and received: Random Artifact: Lightningorder (0 def, 2 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 22)You completed the challenge and received: +1 Generic Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 64)You completed the challenge and received: Random Artifact: Glitterzephyr (10 def, 13 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 18) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 25) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 30) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 45) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 60) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 72) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 82)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 88)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level in less than 255 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (255) (Level 47)Turns left: 222 You completed the challenge and received: Random Artifact: Airshine (20/20, 52.5-73.5 power, 18 apr) | done |
Leave the level in less than 288 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (288) (Level 87)Turns left: 213 You completed the challenge and received: Random Artifact: Islynn (6 def, 4 armour) | done |
Leave the level in less than 378 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (378) (Level 15)Turns left: 218 You completed the challenge and received: +1 Class Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | Eremetir the Morningquell (dig speed 7 turns) Eremetir the Morningquell (dig speed 7 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 20% chance to disease * 15% chance to blind Damage when hit (Melee): 4 blight Changes stats: +9 Str Changes resistances: +15% nature Changes resistances penetration: +35% light Changes damage: +9% mind / +15% fire / +6% nature / +3% light Physical save: +15 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +29 (+2 eff.) Maximum life: +77.00 Light radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 2.6 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On feet | Brightedge the pair of drakeskin leather boots (25 def, 17 armour) Brightedge the pair of drakeskin leather boots (25 def, 17 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +16 (+1 eff.) Armour: +17 Defense: +25 (+3 eff.) Fatigue: +5% Changes stats: +6 Cun / +6 Con Changes resistances penetration: +10% blight Changes damage: +3% fire Critical mult.: +9.00% Physical save: +25 (+2 eff.) Mental save: +19 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 276 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Main armor | voratun plate armour 'Jetnoon' (9 def, 16 armour) voratun plate armour 'Jetnoon' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Changes stats: +7 Str / +9 Wil / +9 Cun / +7 Con Changes resistances: +27% lightning Changes resistances penetration: +36% darkness / +15% fire Changes damage: +15% mind / +24% darkness Mental save: +25 (+2 eff.) Maximum life: +76.00 A suit of armour made of metal plates. |
On head | Xariarin the Scumbender (12 def, 13 armour) Xariarin the Scumbender (12 def, 13 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +13 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 44% Changes stats: +19 Str / +9 Dex Changes resistances: +15% blight / +2% physical / +15% darkness / +9% acid Changes damage: +9% acid Spell save: +14 (+1 eff.) Mental save: +13 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | regal elven-silk cloak of the Shaloren (3 def, 0 armour) regal elven-silk cloak of the Shaloren (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +7 Wil Mental save: +13 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | caustic voratun greatsword (62.5-100 power, 4 apr) caustic voratun greatsword (62.5-100 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +17% acid Life regen: +4.00 Massive two-handed swords. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
2 Ancient Tome titled 'Gems and their uses' 2 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. |
flaming iron battleaxe of torment (13.5-20.25 power, 1 apr) flaming iron battleaxe of torment (13.5-20.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +12 fire When wielded/worn: Changes resistances penetration: +10% mind / +10% darkness Massive two-handed battleaxes. |
manaburning steel battleaxe of crippling (23-34.5 power, 2 apr) manaburning steel battleaxe of crippling (23-34.5 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Massive two-handed battleaxes. |
quick voratun battleaxe of nature (58-87 power, 4 apr) quick voratun battleaxe of nature (58-87 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+2 eff.) Changes stats: +6 Dex Changes resistances: +14% all Changes resistances penetration: +20% nature Massive two-handed battleaxes. |
caustic orichalcum trident of rage (52.5-84 power, 16 apr) caustic orichalcum trident of rage (52.5-84 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% When wielded/worn: Accuracy: +17 (+1 eff.) Changes stats: +10 Str Changes resistances penetration: +21% acid Changes damage: +21% physical Life regen: +4.00 Stamina when hit: +4.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
iron longsword (10-14 power, 2 apr) iron longsword (10-14 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
arcing voratun waraxe of massacre (53.5-74.9 power, 6 apr) arcing voratun waraxe of massacre (53.5-74.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +18 lightning One-handed war axes. |
elemental voratun dagger of projection (38-49.4 power, 9 apr) elemental voratun dagger of projection (38-49.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * Random elemental explosion When wielded/worn: Changes resistances penetration: +14% acid / +13% fire / +14% lightning / +13% cold Sharp, short and deadly. |
harmonious pulsing mindstar of persecution (14-15.4 power, 32 apr, nature damage) harmonious pulsing mindstar of persecution (14-15.4 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +14% Unnatural When wielded/worn: Changes resistances: +9% nature Changes resistances penetration: +8% nature Changes damage: +9% nature Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +1.80 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% 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. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 521.45 to 1564.34 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+1 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
drakeskin leather sling 'Kilnviper' drakeskin leather sling 'Kilnviper'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +35 fire / +18 cold When wielded/worn: Changes stats: +6 Cun Changes resistances penetration: +15% fire Changes damage: +9% fire / +12% arcane / +22% cold Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Global speed: +4% Defense after a teleport: +15 Slings are used to hurl stones or metal shots at your foes. |
iron shield (4 def, 2 armour, 9-10.8 power, 18.5 block) iron shield (4 def, 2 armour, 9-10.8 power, 18.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
shocking voratun shield of earthen fury (12 def, 18 armour, 68-81.6 power, 186 block) shocking voratun shield of earthen fury (12 def, 18 armour, 68-81.6 power, 186 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +186 On weapon hit: * 29% chance to daze at end of turn * deal bonus physical damage equal to your armor When wielded/worn: Armour: +18 Armour Hardiness: +10% Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes resistances: +17% physical Talent granted: +5 Block Handheld deflection devices. |
elven-silk robe 'Rotquell' (5 def, 8 armour) elven-silk robe 'Rotquell' (5 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Changes stats: +8 Cun Changes resistances: +28% light / +9% cold Changes damage: +39% light / +18% darkness / +6% nature Poison immunity: +20% Disarm immunity: +10% Mana each turn: +0.40 Hate when firing a critical mind attack: +6.00 Maximum mana: +100.00 Spellpower: +39 (+4 eff.) Spell crit. chance: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
restorative elven-silk cloak of fog (12 def, 0 armour) restorative elven-silk cloak of fog (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Changes resistances: +20% blight / +23% fire / +24% light / +20% nature Stealth bonus: +15 Life regen: +3.00 Healing mod.: +29% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of voratun boots of phasing (0 def, 15 armour) miner's pair of voratun boots of phasing (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes stats: +4 Mag / +4 Wil Infravision radius: +3 It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Geterak the voratun gauntlets (0 def, 3 armour) Geterak the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +5 Armour: +3 Changes stats: +5 Str / +4 Dex / +6 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances: +10% light / +10% darkness Changes damage: +12% mind Talent mastery: +0.20 Technique / Grappling Physical save: +30 (+2 eff.) Mental save: +29 (+2 eff.) Disarm immunity: +86% Life regen: +0.40 Stamina each turn: +0.40 Hate when firing a critical mind attack: +3.00 Maximum stamina: +15.00 Maximum hate: +8.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Burst (radius 2) on crit: +50 light / +42 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 374.85 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
werebeast's hardened leather cap of constitution (+4) (0 def, 3 armour) werebeast's hardened leather cap of constitution (+4) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str / +4 Dex / +4 Cun / +10 Con Changes resistances: -30% light Life regen: +5.20 A cap made of leather. |
catburglar's voratun helm of sanctity (0 def, 5 armour) catburglar's voratun helm of sanctity (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex Changes resistances: +12% blight / +33% darkness Spell save: +14 (+1 eff.) Mental save: +13 (+1 eff.) Infravision radius: +8 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli 13 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone 6 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
320 alchemist agate 320 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 40 turns) iron pickaxe (dig speed 40 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
By infinity boy the Hulk Bulwark level 9
77th Pyre 122nd year of Ascendancy at 05:33 see stats
By infinity boy the Hulk Bulwark level 20
3rd Mirth 122nd year of Ascendancy at 09:18 see stats
By infinity boy the Hulk Bulwark level 22
4th Mirth 122nd year of Ascendancy at 15:01 see stats
By infinity boy the Hulk Bulwark level 6
76th Pyre 122nd year of Ascendancy at 11:15 see stats
By infinity boy the Hulk Bulwark level 37
5th Dusk 122nd year of Ascendancy at 20:24 see stats
By infinity boy the Hulk Bulwark level 12
78th Pyre 122nd year of Ascendancy at 19:51 see stats
By infinity boy the Hulk Bulwark level 20
2nd Mirth 122nd year of Ascendancy at 23:08 see stats
By infinity boy the Hulk Bulwark level 25
7th Mirth 122nd year of Ascendancy at 04:25 see stats
By infinity boy the Hulk Bulwark level 29
10th Mirth 122nd year of Ascendancy at 19:32 see stats
By infinity boy the Hulk Bulwark level 31
2nd Flare 122nd year of Ascendancy at 09:46 see stats
By infinity boy the Hulk Bulwark level 34
8th Flare 122nd year of Ascendancy at 12:17 see stats
By infinity boy the Hulk Bulwark level 35
2nd Dusk 122nd year of Ascendancy at 23:47 see stats
By infinity boy the Hulk Bulwark level 36
3rd Dusk 122nd year of Ascendancy at 16:48 see stats
By infinity boy the Hulk Bulwark level 10
77th Pyre 122nd year of Ascendancy at 16:11 see stats
By infinity boy the Hulk Bulwark level 20
2nd Mirth 122nd year of Ascendancy at 19:58 see stats
By infinity boy the Hulk Bulwark level 30
1st Summertide 122nd year of Ascendancy at 19:09 see stats
By infinity boy the Hulk Bulwark level 31
1st Flare 122nd year of Ascendancy at 17:54 see stats
By infinity boy the Hulk Bulwark level 3
74th Pyre 122nd year of Ascendancy at 11:49 see stats
By infinity boy the Hulk Bulwark level 3
74th Pyre 122nd year of Ascendancy at 11:49 see stats
By infinity boy the Hulk Bulwark level 19
2nd Mirth 122nd year of Ascendancy at 15:07 see stats
By infinity boy the Hulk Bulwark level 15
1st Mirth 122nd year of Ascendancy at 00:18 see stats
By infinity boy the Hulk Bulwark level 4
75th Pyre 122nd year of Ascendancy at 04:47 see stats
By infinity boy the Hulk Bulwark level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Xerunor the giant green ant is afflicted by a rotting disease!
Elven cultist's spell attains critical power!
Orc pyromancer is afflicted by a decrepitude disease!
infinity boy performs a melee critical strike against Human guard!
Human guard is afflicted by a crippling illness!
infinity boy hits Human guard for 14571 physical damage.
infinity boy HEALS from fire damage!
infinity boy HEALS from blight damage!
Burning from Orc pyromancer hits infinity boy for 36 fire, 17 healing (36 total damage) [17 healing].
Rotting Disease from Elven cultist hits infinity boy for 689 blight, 324 healing (689 total damage) [324 healing].
There is a way to the next level here (press '' or right click to use).
You gain 18.64 gold from the transmogrification of searing stralite mail armour of thunder (4 def, 8 armour).
You gain 1.75 gold from the transmogrification of living mindstar (17.5-19.25 power, 40 apr, nature damage).
New Achievement: Infinite x100 (Madness (Roguelike) difficulty)!
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Ran for 3 turns (stop reason: didn't move).
Ran for 4 turns (stop reason: hostile spotted to the south (umber hulk)).
Infinity boy is free from the rotting disease.
Infinity boy stops burning.
Infinity boy deactivates Onslaught.
Infinity boy deactivates Precise Strikes.
Infinity boy deactivates Berserker.
Infinity boy deactivates Exploit Weakness.
Infinity boy is less impervious to physical effects.