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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Unlock Tinker Escorts 1.5.9Unlocks Tinkers Escorts in the main campaign by "removing" a single line. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Exponential Leveling 1.7.4Exponential 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
Simplified Prodigy Requirements 1.7.4The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 34 / 9% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 153.81709104838 (base 60) |
| Dexterity | 64.634182096757 (base 60) |
| Constitution | 93.634182096757 (base 60) |
| Magic | 70.817091048378 (base 60) |
| Willpower | 75.634182096757 (base 60) |
| Cunning | 80.634182096757 (base 60) |
Resources
| Mana | 4520/4520 |
| Equilibrium | 101 |
| Steam | 132/132 |
| Life | 39777/39777 |
| Psi | 4180/4180 |
| Stamina | 4247/4247 |
| Hate | 76/120 |
| Healing Factor | 1.521503119603 |
| Regeneration | 643.45595360035 |
Speed
| Mental | +11.38129468067% |
| Attack | +11.38129468067% |
| Movement | +113.38826365882% |
| Spell | 0% |
| Global | +178.50199717951% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
| See Stealth | 91.259638538915 |
| See Invisible | 100.89382063567 |
Offense: Mainhand
| Damage | 189 |
| Accuracy | 69 |
| Crit Chance | 51% |
| APR | 88 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 222 |
| Accuracy | 69 |
| Crit Chance | 52% |
| APR | 105 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 78 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 131 |
| Crit Chance | 62% |
| Speed | 0.89781682181644 |
Offense: Damage Bonus
| Acid | +26% |
| Blight | +21% |
| Physical | +26% |
| Cold | +21% |
| All | 0% |
| Darkness | +24% |
| Lightning | +25% |
| Mind | +18% |
| Fire | +45% |
| Nature | +44% |
Offense: Damage Penetration
| Acid | +91% |
| Blight | +37% |
| Physical | +37% |
| Cold | +47% |
| All | +5% |
| Darkness | +37% |
| Lightning | +37% |
| Mind | +35% |
| Fire | +47% |
| Nature | +90% |
Defense: Base
| Armour (hardiness) | 205.99040653669 (100%) |
| Defense | 73 |
| Ranged Defense | 73 |
| Fatigue | 0 |
| Physical Save | 74.72 |
| Spell Save | 74.6 |
| Mental Save | 74 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 63%( 70%) |
| Cold | + 48%( 70%) |
| All | + 31%( 70%) |
| Physical | + 42%( 73%) |
| Lightning | + 47%( 70%) |
| Light | + 38%( 70%) |
| Temporal | + 39%( 70%) |
| Mind | + 35%( 70%) |
| Darkness | + 51%( 78%) |
| Fire | + 46%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Bleed Resistance | 83% |
| Confusion Resistance | 79% |
| Fear Resistance | 48% |
| Knockback Resistance | 100% |
| Poison Resistance | 63% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Wild-gift / Oozing blades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Moss | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / One with shadows | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Eyal's fury | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Gestalt | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Force of will | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Dream Forge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Scoundrel | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Feedback | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Range Amplification Device |
| talent | Acidic Skin |
| talent | Mitosis |
| talent | Roll With It |
| talent | Deflection |
| talent | Call Shadows |
| talent | Icy Skin |
| talent | Mental Tyranny |
| talent | Thought-Form: Warrior |
| talent | Psiblades |
| talent | Unstoppable Nature |
| talent | Gestalt |
| talent | Dreamforge |
| talent | Antimagic Shield |
| talent | Daunting Presence |
| talent | Acidic Soil |
| talent | Gesture of Pain |
| talent | Aether Permeation |
| talent | Shadow Decoy |
| talent | Gloom |
| talent | Skate |
| talent | Forge Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.8)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +8% critical damage, +10% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
| beneficial effect | Guarding against melee damage: Will dismiss up to 95 damage from the next 1.9 attack(s) with a 10% chance to counterattack. Guarded |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+14% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.8)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 2) when you fall below 45% health Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +15 Darkness Resistance, +8% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 14% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.8)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +6 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 95 mind and 99 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 167 Mind damage, and deal 175 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+43% global speed). Clarity |
| beneficial effect | Steampower increased by 48. Gestalt |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| beneficial effect | Infinite Dungeon Challenge (Level 32): Exterminator Challenge |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+37% chance to avoid traps). Power 2+: -1 Luck, +6 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Proceed directly to the next Infinite Dungeon level in less than 176 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (176)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 239 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (239)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 158 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 17): Rush Hour (158)Turns left: 98 You completed the challenge and received: Random Artifact: Loamparry (Misfortune) (0 def, 5 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 19): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 20): Rush Hour (245)Turns left: -1 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 21): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 27): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: Random Artifact: Scorchlord (Madness) (151% power, 2 apr) | done |
Wake up and kill the dreaming horror boss 'Isidana the dreaming horror'. Infinite Dungeon Challenge (Level 31): Dream HunterYou completed the challenge and received: Random Artifact: Corpsestar (Nightmares) (97% power, 5 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 32): ExterminatorFoes left: 72 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: Random Artifact: Unrizor | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 8): Pacifist | failed |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | grounding pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.40 Maximum stamina: +10.00 Curse of Shrouds A pair of boots made of leather. |
| Quiver | Scattermind (20/20, 115% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 115% Range: 1.2x Uses stats: 40% Wil, 60% Dex, 50% Mag, 60% Cun Damage type: Mind Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
| Light source | bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Light radius: +5 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | drakeskin leather hat 'Chillstar' (Misfortune) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str Changes resistances: +12% cold Changes resistances penetration: +10% cold Spell save: +6 (+0 eff.) Vim when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Light radius: +2 Damage Shield penetration: +30% Skullcracker multiplicator: +2 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 5.4 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 851.0 Physical damage. If the attack hits, the target is confused (41% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| On hands | Hailbearer (Misfortune) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 acid / 10 lightning Damage when hit (Melee): 2 cold Changes stats: +2 Str Changes resistances: +6% acid / +3% mind / +6% lightning Changes damage: +5% acid / +4% lightning Confusion immunity: +20% Maximum life: +20.00 When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +6 acid / +5 lightning Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Coalfury the ash totem of healing [power 176] (8 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 darkness Changes damage: +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 8 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Weepstrider (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to reduce all saves and defense by 59 Damage (Melee): 22 physical Effects on ranged hit: * 29% chance to reduce all saves and defense by 59 Damage (Ranged): 26 physical Damage when hit (Melee): 6 nature Changes stats: +7 Cun / +4 Str Changes resistances: +3% lightning / +18% fire / +5% arcane Hate when firing a critical mind attack: +3.00 Maximum hate: +20.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 5.4 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 172% weapon damage. If the attack hits, the target will bleed for 324% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
| On fingers | Inertial Twine (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+0 eff.) Knockback immunity: +100% Curse of Corpses This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | steel amulet 'Natureking'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Wil / +1 Cun Changes resistances: +6% nature / +11% light / +10% darkness Talent mastery: +0.22 Spell / Phantasm Blindness immunity: +22% Amulets make your neck look great! |
| In main hand | gifted pulsing mindstar of life (Nightmares) (107% power, 66 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 139% Wil, 50% Mag, 59% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +66 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +16.00 Mindpower: +23 (+3 eff.) Mental crit. chance: +4% Curse of Nightmares 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. |
| Around waist | Bethamira (Corpses)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +1 Cun Changes resistances: +6% temporal Critical mult.: +8.00% Physical save: +7 (+0 eff.) Cut immunity: +20% Stun/Freeze immunity: +20% Life regen: +3.80 Mindpower: +6 (+0 eff.) Healing mod.: +16% Curse of Corpses A belt that goes around your waist. |
| In off hand | nature's living mindstar of life (Madness) (113% power, 82 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 139% Wil, 50% Mag, 59% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +82 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +4% blight Changes damage: +3% nature Talent granted: +1 Attune Mindstar Disease immunity: +17% Life regen: +0.90 Maximum life: +20.00 Mindpower: +19 (+2 eff.) Mental crit. chance: +5% Curse of Madness 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. |
| Cloak | linen cloak (Shrouds) (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel plate armour 'Stokebutcher' (Nightmares) (13 def, 22 armour)Requires: - Massive armour training - Strength 35 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +22 Defense: +13 (+3 eff.) Fatigue: +22% Effects on melee hit: * 10% chance to reduce all saves and defense by 59 Changes stats: +5 Cun Changes resistances: +18% acid / +9% mind Changes resistances penetration: +10% fire Changes damage: +9% mind Mental save: +28 (+6 eff.) Curse of Nightmares A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 80% / cooldown 86%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 86%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 92% / cooldown 69%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 69%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +20% Amulets make your neck look great! |
Duvomas the Prismnull (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +4 Wil Changes resistances penetration: +10% physical Stun/Freeze immunity: +20% Life regen: +3.00 Light radius: +1 Curse of Shrouds Rings make your fingers look great! |
creative mossy mindstar (Madness) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness 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. |
gifted mossy mindstar (Corpses) (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +5 (+0 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (Corpses) (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses 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. |
Eye of Summer (Corpses) (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 94% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Corpses This mindstar glows with a bright warm light, but seems somehow incomplete. |
Kinetic Focus (Madness) (88% power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 88% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+0 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Madness Kinetic energies are focussed in the core of this mindstar. |
thorny mindstar 'Gokira' (Madness) (98% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 98% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * 8% chance to slow global speed by 90% * 8% chance to reduce armor by 44% When wielded/worn: Damage (Melee): 7 mind / 9 darkness Damage when hit (Melee): 4 physical Changes stats: +2 Str / +2 Con Changes damage: +4% mind / +5% darkness Talent granted: +1 Attune Mindstar Mental save: +2 (+0 eff.) Maximum psi: +13.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Curse of Madness It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
Ivath the iron mail armour (Nightmares) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce armor by 44% Changes resistances: +16% lightning Curse of Nightmares A suit of armour made of mail. |
iron mail armour (Corpses) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Curse of Corpses A suit of armour made of mail. |
radiant iron plate armour of implacability (Nightmares) (0 def, 11 armour)Requires: - Massive armour training - Strength 22 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Fatigue: +17% Changes stats: +1 Wil Changes resistances: +11% blight / +11% darkness Physical save: +5 (+0 eff.) Light radius: +1 Curse of Nightmares A suit of armour made of metal plates. |
rough leather belt of transcendence (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+0 eff.) Mindpower: +2 (+0 eff.) Curse of Corpses A belt that goes around your waist. |
brawler's iron gauntlets of strength (+4) (Corpses) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+0 eff.) When used to modify unarmed attacks: Power: 111% Range: 1.4x Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +3 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 1). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (Shrouds) (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Power: 98% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Abyssschism the cashmere wizard hat (Nightmares) (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 6 fire Changes resistances: +8% blight / +15% fire / +7% nature / +7% mind Changes resistances penetration: +10% acid Changes damage: +10% mind / +19% fire Physical save: +5 (+0 eff.) Mental save: +7 (+1 eff.) Maximum psi: +13.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Baritoruizor' (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str Changes resistances: +10% fire / +13% cold Changes damage: +6% arcane Mana each turn: +0.04 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
4 spinel0.00 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 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. |
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. |
3 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
6 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. |
4 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. |
2 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 (+1 eff.) When used to imbue an object: Defense: +6 (+1 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. |
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. |
5 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. |
5 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. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered 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) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
118 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. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron pickaxe (dig speed 37 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. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Finn the Cornac Adventurer level 3
76th Pyre 122nd year of Ascendancy at 08:08 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Finn the Cornac Adventurer level 7
4th Mirth 122nd year of Ascendancy at 20:37 see stats
Exterminator
Killed 1000 creatures.By Finn the Cornac Adventurer level 19
10th Flare 122nd year of Ascendancy at 20:00 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Finn the Cornac Adventurer level 13
2nd Flare 122nd year of Ascendancy at 01:46 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Finn the Cornac Adventurer level 21
4th Dusk 122nd year of Ascendancy at 00:33 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Finn the Cornac Adventurer level 31
17th Dusk 122nd year of Ascendancy at 21:38 see stats
Level 10
Got a character to level 10.By Finn the Cornac Adventurer level 10
10th Mirth 122nd year of Ascendancy at 17:11 see stats
Level 20
Got a character to level 20.By Finn the Cornac Adventurer level 20
1st Dusk 122nd year of Ascendancy at 10:29 see stats
Level 30
Got a character to level 30.By Finn the Cornac Adventurer level 30
15th Dusk 122nd year of Ascendancy at 21:11 see stats
Overpowered!
Did over 6000 damage in one attack.By Finn the Cornac Adventurer level 28
13rd Dusk 122nd year of Ascendancy at 02:19 see stats
Size is everything
Did over 1500 damage in one attack.By Finn the Cornac Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 04:32 see stats
Size matters
Did over 600 damage in one attack.By Finn the Cornac Adventurer level 13
2nd Flare 122nd year of Ascendancy at 05:50 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Finn the Cornac Adventurer level 24
8th Dusk 122nd year of Ascendancy at 03:47 see stats
The bigger the better!
Did over 3000 damage in one attack.By Finn the Cornac Adventurer level 28
13rd Dusk 122nd year of Ascendancy at 02:19 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Finn the Cornac Adventurer level 3
75th Pyre 122nd year of Ascendancy at 03:52 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Finn the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 14:41 see stats
Log
You collect a new ingredient: lump of stralite (1).
You gain 7.50 gold from the melting of enlightening stralite mail armour of implacability (Corpses) (4 def, 14 armour).
You gain 5.40 gold from the melting of radiant hardened leather armour of alacrity (Corpses) (9 def, 6 armour).
You gain 20.96 gold from the melting of Amydunaran (Corpses) (0 def, 0 armour).
You gain 0.12 gold from the melting of cashmere robe (Misfortune) (0 def, 0 armour).
You collect a new ingredient: lump of stralite (1).
You gain 7.59 gold from the melting of steady stralite steamgun of recursion (Madness).
You gain 7.54 gold from the melting of mighty reinforced leather sling of enduring (Nightmares).
You collect a new ingredient: lump of stralite (1).
You gain 6.32 gold from the melting of plaguebringer's stralite steamsaw of projection (Misfortune) (136% power, 0 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 22.78 gold from the melting of dwarven-steel steamsaw 'Flashwind' (Misfortune) (125% power, 0 apr).
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.00 gold from the melting of Eye of Winter (Shrouds) (94% power, 18 apr, cold damage).
You collect a new ingredient: lump of stralite (1).
You gain 5.23 gold from the melting of stralite dagger of evisceration (Misfortune) (135% power, 9 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 3.65 gold from the melting of hateful dwarven-steel dagger of erosion (Shrouds) (116% power, 7 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 5.36 gold from the melting of flaming dwarven-steel greatsword of rage (Shrouds) (146% power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.50 gold from the melting of dwarven-steel greatsword of amnesia (Nightmares) (144% power, 2 apr).
You collect a new ingredient: lump of stralite (1).
You gain 16.89 gold from the melting of enhanced stralite battleaxe of enduring (Madness) (159% power, 3 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 16.17 gold from the melting of Islilrathra (Misfortune) (141% power, 2 apr).
You gain 7.34 gold from the melting of elven-wood starstaff of invocation (Shrouds) (129% power, 5 apr, physical element).
You gain 7.06 gold from the melting of magewarrior's short yew vilestaff (Misfortune) (120% power, 4 apr, fire element).
You gain 0.59 gold from the melting of teleportation rune (range 60; cd 14).
Accepted quest 'Infinite Dungeon Challenge (Level 32): Exterminator'! (Press 'j' to see the quest log)
































































































































































































































































