





Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Player AI 1.5.10Adds 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 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. 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. 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: 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: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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
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Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Hulk |
Class | Berserker |
Level / Exp | 210 / 38% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1025 (base 25) |
Dexterity | 1024 (base 25) |
Constitution | 1024 (base 25) |
Magic | 1024 (base 25) |
Willpower | 1017 (base 18) |
Cunning | 1009 (base 10) |
Resources
Life | 8192598/8192598 |
Stamina | 7020/7020 |
Equilibrium | 10 |
Healing Factor | 2.0738693467337 |
Regeneration | 22036.935678392 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +1045% |
Spell | +200% |
Global | +1245% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 8 |
See Stealth | 152.69029752663 |
See Invisible | 152.69029752663 |
Offense: Mainhand
Damage | 1050 |
Accuracy | 263 |
Crit Chance | 606% |
APR | 469 |
Speed | 0.33 |
Offense: Spell
Spellpower | 247 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 407.55 |
Offense: Mind
Mindpower | 254 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +418% |
Blight | +428% |
Arcane | +418% |
Cold | +418% |
All | 0% |
Mind | +418% |
Lightning | +418% |
Light | +418% |
Temporal | +418% |
Physical | +418% |
Darkness | +418% |
Fire | +418% |
Nature | +418% |
Offense: Damage Penetration
Acid | +418% |
Blight | +418% |
Arcane | +418% |
Cold | +418% |
All | 0% |
Mind | +418% |
Lightning | +418% |
Light | +418% |
Temporal | +418% |
Physical | +418% |
Darkness | +418% |
Fire | +418% |
Nature | +418% |
Defense: Base
Armour (hardiness) | 485.29230492397 (100%) |
Defense | 211 |
Ranged Defense | 211 |
Fatigue | 12 |
Physical Save | 391 |
Spell Save | 391 |
Mental Save | 390 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +433%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -3 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 | 1.70 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.50 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 408/9999 damage before it crumbles. Damage Shield |
beneficial effect | Infinite Dungeon Challenge: Pacifist (Level 100) Challenge |
detrimental effect | Zone-wide effect: +10% blight damage, -10% blight resistance, -20% healing mod, -20% disease immunity. Miasma |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 12) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 22) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 28) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 31)You completed the challenge and received: Random Artifact: Singesever (54-81 power, 17 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 35)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 51)You completed the challenge and received: Random Artifact: Adath (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 62)You completed the challenge and received: Random Artifact: Poluwen (42-50.4 power, 6 apr, lightning element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 65) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 73)You completed the challenge and received: Random Artifact: Rootwrest of cure ailments [power 2] (15 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 74)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 76) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 79) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 8)You completed the challenge and received: Random Artifact: Crackleraven (9-9.9 power, 24 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 82)You completed the challenge and received: Random Artifact: Scabwend (46-64.4 power, 6 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 89) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 92) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 97) | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 13)1 / 3 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 15)1 / 3 demon spawn killed. | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 46)1 / 3 demon spawn killed. | failed |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 50)3 / 4 demon spawn killed. | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 70)0 / 2 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 57) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 81) | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 99) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 21)Turns left: 0 You completed the challenge and received: Random Artifact: Ebonygash | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 41)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 48)Turns left: 0 You completed the challenge and received: Random Artifact: Emolramina (53.5-85.6 power, 3 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 27)You completed the challenge and received: Random Artifact: Gasin (0 def, 6 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 68)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 72)You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 88)You completed the challenge and received: Random Artifact: Hiyahir (14-19.6 power, 3 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 90)You completed the challenge and received: Random Artifact: Noonwing | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 100) | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 32) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 37) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 59) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 61) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 94) | failed |
Leave the level in less than 108 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (108) (Level 26)Turns left: -1 | failed |
Leave the level in less than 141 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (141) (Level 91)Turns left: -1 | failed |
Leave the level in less than 228 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (228) (Level 85)Turns left: -1 | failed |
Leave the level in less than 237 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (237) (Level 45)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 23)Turns left: -1 | failed |
Leave the level in less than 369 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (369) (Level 64)Turns left: -1 | failed |
Leave the level in less than 408 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (408) (Level 25)Turns left: -1 | failed |
Leave the level in less than 507 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (507) (Level 86)Turns left: -1 | failed |
Leave the level in less than 60 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (60) (Level 9)Turns left: -1 | failed |
Leave the level in less than 75 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (75) (Level 56)Turns left: -1 | failed |
Leave the level in less than 81 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (81) (Level 93)Turns left: -1 | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | ![]() 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. |
Light source | ![]() 2.00 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. |
Main armor | ![]() 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. |
In main hand | ![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +33% Damage (Melee): +4 temporal Burst (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +19.0% Changes resistances: +6% fire / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +6% temporal Massive two-handed mauls. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +17 (+2 eff.) Changes stats: +8 Dex / +1 Con Changes resistances: +3% lightning / +3% cold / +5% arcane Mental save: +20 (+1 eff.) Cut immunity: +5% Silence immunity: +5% Pinning immunity: +10% Knockback immunity: +5% Healing mod.: +15% Massive two-handed swords. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +11 temporal When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Armour: +8 Damage when hit (Melee): 4 arcane / 11 temporal Changes stats: +2 Str / +3 Dex Changes resistances: +11% temporal Changes resistances penetration: +11% acid / +11% fire / +11% cold / +11% lightning Changes damage: +9% arcane / +3% blight Critical mult.: +6.00% Life regen: +0.20 Only die when reaching: -40.00 life Maximum life: +10.00 Maximum stamina: +5.00 Healing mod.: +20% Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +17 nature / +20 temporal When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +14 Effects on melee hit: * Slows global speed by 39% * 10 arcane resource burn * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 nature Changes resistances: +6% lightning / +3% temporal / +3% light / +6% blight / +3% darkness / +5% arcane / +3% nature Changes resistances penetration: +10% nature / +12% physical Spell save: +39 (+2 eff.) Blunt and deadly. |
![]() Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. The natural wyrm seeks an element. Base power: 9.0 - 9.9 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Damage when hit (Melee): 2 lightning / 2 physical / 2 cold / 3 fire / 8 mind / 4 acid Changes resistances: +7% lightning / +3% physical / +4% acid / +4% fire / +3% mind / +4% cold Changes resistances penetration: +5% lightning Changes damage: +4% acid / +3% mind Equilibrium when hit: +0.50 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +17 fire Burst (radius 1) on hit: +4 darkness When wielded/worn: Armour penetration: +1 Physical power: +10 (+1 eff.) Changes stats: +3 Str / +1 Con Changes resistances penetration: +10% darkness Changes damage: +22% fire Maximum encumbrance: +10 Stamina each turn: +0.40 Healing mod.: +5% Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 42.0 - 50.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 physical When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +2 Physical crit. chance: +10.0% Physical power: +17 (+2 eff.) Damage when hit (Melee): 8 physical Changes resistances: +6% mind / +3% acid Changes resistances penetration: +5% acid Changes damage: +42% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +10 (+0 eff.) Disease immunity: +5% Silence immunity: +10% Disarm immunity: +5% Stun/Freeze immunity: +5% Maximum life: +10.00 Maximum stamina: +10.00 Spellpower: +29 (+2 eff.) Spell crit. chance: +24% Staves designed for wielders of magic, by the greats of the art. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +7 Effects on melee hit: * 41% chance to inflict 15% damage reduction * 41% chance to blind Damage when hit (Melee): 4 mind / 8 light Changes stats: +4 Cun / +4 Dex Changes resistances: +6% darkness Changes resistances penetration: +5% light Changes damage: +9% light / +9% mind / +3% darkness Reduced damage from: +21% Summoned Mental crit. chance: +7% Light radius: +1 It can be used to create a temporary shield that absorbs 218 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +38 (+3 eff.) Armour: +3 Effects on melee hit: * 20% chance to disease * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +9 Dex / +11 Cun Changes resistances: +11% darkness Changes damage: +6% blight / +6% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+0 eff.) Infravision radius: +4 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 105 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +6 Damage (Melee): 10 light Changes stats: +3 Mag / +1 Wil / +3 Cun / +1 Con Changes resistances: +13% light / +7% darkness Changes damage: +8% light Spell save: +10 (+0 eff.) Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +10.00 Spellpower: +7 (+0 eff.) Spell crit. chance: +6% Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 1171.81 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances: +3% nature / +15% blight Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +15% acid Changes damage: +3% acid Talent granted: +1 Ward It can be used to remove up to 2 poisons or diseases from a target within range 22 (based on Willpower), putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +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. |
![]() 0.00 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By infinity the Hulk Berserker level 9
10th Mirth 122nd year of Ascendancy at 10:14 see stats
By infinity the Hulk Berserker level 13
7th Flare 122nd year of Ascendancy at 08:20 see stats
By infinity the Hulk Berserker level 185
55th Dusk 122nd year of Ascendancy at 05:39 see stats
By infinity the Hulk Berserker level 7
6th Mirth 122nd year of Ascendancy at 07:14 see stats
By infinity the Hulk Berserker level 210
55th Dusk 122nd year of Ascendancy at 13:55 see stats
By infinity the Hulk Berserker level 12
4th Flare 122nd year of Ascendancy at 21:28 see stats
By infinity the Hulk Berserker level 17
4th Dusk 122nd year of Ascendancy at 13:31 see stats
By infinity the Hulk Berserker level 21
14th Dusk 122nd year of Ascendancy at 13:44 see stats
By infinity the Hulk Berserker level 25
20th Dusk 122nd year of Ascendancy at 23:47 see stats
By infinity the Hulk Berserker level 28
28th Dusk 122nd year of Ascendancy at 05:17 see stats
By infinity the Hulk Berserker level 32
35th Dusk 122nd year of Ascendancy at 17:53 see stats
By infinity the Hulk Berserker level 35
43rd Dusk 122nd year of Ascendancy at 07:19 see stats
By infinity the Hulk Berserker level 38
51st Dusk 122nd year of Ascendancy at 08:53 see stats
By infinity the Hulk Berserker level 10
2nd Summertide 122nd year of Ascendancy at 22:57 see stats
By infinity the Hulk Berserker level 20
10th Dusk 122nd year of Ascendancy at 11:41 see stats
By infinity the Hulk Berserker level 30
31st Dusk 122nd year of Ascendancy at 10:53 see stats
By infinity the Hulk Berserker level 40
54th Dusk 122nd year of Ascendancy at 12:32 see stats
By infinity the Hulk Berserker level 50
55th Dusk 122nd year of Ascendancy at 01:09 see stats
By infinity the Hulk Berserker level 16
3rd Dusk 122nd year of Ascendancy at 23:00 see stats
By infinity the Hulk Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:21 see stats
By infinity the Hulk Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:21 see stats
By infinity the Hulk Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:21 see stats
By infinity the Hulk Berserker level 4
75th Pyre 122nd year of Ascendancy at 20:14 see stats
By infinity the Hulk Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
infinity performs a melee critical strike against Multi-hued drake!
Multi-hued drake shrugs off the critical damage!
infinity HEALS from fire damage!
infinity HEALS from cold damage!
infinity killed Crimson ooze!
infinity hits Multi-hued drake for 8257 physical damage.
Multi-hued drake hits infinity for 0 fire, 14 healing, 0 cold, 14 healing (0 total damage) [29 healing].
infinity performs a melee critical strike against Multi-hued drake!
infinity HEALS from fire damage!
infinity HEALS from cold damage!
infinity hits Multi-hued drake for 14694 physical damage.
Multi-hued drake hits infinity for 0 fire, 14 healing, 0 cold, 14 healing (0 total damage) [29 healing].
infinity performs a melee critical strike against Multi-hued drake!
infinity HEALS from fire damage!
infinity HEALS from cold damage!
infinity hits Multi-hued drake for 12337 physical damage.
Multi-hued drake hits infinity for 0 fire, 14 healing, 0 cold, 14 healing (0 total damage) [29 healing].
infinity killed Multi-hued drake!
There is a way to the next level here (press '' or right click to use).
You may not change level so soon after a kill (10 game turns left to wait)!
New Achievement: Infinite x100 (Madness (Roguelike) difficulty)!
Accepted quest 'Infinite Dungeon Challenge: Pacifist (Level 100)'! (Press 'j' to see the quest log)
Quest 'Infinite Dungeon Challenge: Mirror Match (Level 99)' is failed! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
The shield around infinity crumbles.