









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Actually Usable Damage Reduction 1.7.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Mirrorblade 1.7.2Adds the Mirrorblade, a chronomancer that calls upon his temporal twin. Unlike Temporal Wardens, Mirrorblades train exclusively with melee weapons, and only ever call upon one other timeline for aid. However, this specialized training has resulted in an extremely effective paired combat style. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Qlass Pack 1.7.2Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Utility Supplies 1.7.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Improved Adventurer 1.7.2Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Redone! 1.7.0Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them. Changes from basegame: Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability: Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage. Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee). Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone. This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Draconians 1.7.2Adds Draconians as playable race. This version of the addon is tweaked to allow Defiler classes. Attempting to fix for 1.7 by removing the dracolich function, as I'm not well enough versed in coding to make it compatible. Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Playable Naloren Race 1.7.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Earth Mage 1.7.2Adds the Earth Mage as a mage class that combines earth magics with wild gifts. Mana and equilibrium are their resources and their most important stat is Magic followed by Willpower and Constitution. https://github.com/Werekracken/tome-earthmage -- generic -- class Spell / Lapidary: Living Stone - Sustained Liquefaction - Activated Rejuvenation - Activated Cleansing Crystals - Activated ---Changelog v1.0.1 Infinite Levelup 1.7.2Make players can level up like in infinite dungeon. 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: Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Diversity Mod 1.5.10Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. |
| Campaign | Infinite |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Vor'tep |
| Class | Adventurer |
| Level / Exp | 37 / 66% |
| Size | big |
| Lifes / Deaths | Killed by Rat Lich at level 5 on the 79th Pyre 122nd year of Ascendancy at 19:10 6 / 2Killed by Salyleda the great wolf at level 37 on the 69th Dusk 122nd year of Ascendancy at 14:54 |
Primary Stats
| Strength | 30 (base 20) |
| Dexterity | 44 (base 25) |
| Constitution | 50 (base 39) |
| Magic | 96 (base 60) |
| Willpower | 54 (base 15) |
| Cunning | 59 (base 30) |
Resources
| Life | -5/1245 |
| Mana | 172/521 |
| Flow | 6/180 |
| Healing Factor | 0.73156070026543 |
| Regeneration | 1.0396595872887 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -52% |
| Spell | 0% |
| Global | +67.364753623199% |
Vision
| Sight | 10 |
| Lite | 22 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 43 |
| Crit Chance | 37% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 43 |
| Crit Chance | 37% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 104 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +34% |
| Arcane | +23% |
| Cold | +11% |
| All | +16% |
| Light | +112% |
| Temporal | +19% |
| Fire | +26% |
| Nature | +32% |
Offense: Damage Penetration
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 42 (52.77820978365%) |
| Defense | 44 |
| Ranged Defense | 50 |
| Fatigue | 4.6455084480601 |
| Physical Save | 53 |
| Spell Save | 69 |
| Mental Save | 56 |
Defense: Resistances
| Acid | + 8%( 62%) |
| Blight | + 5%( 58%) |
| Arcane | + 69%( 70%) |
| Cold | + 70%( 88%) |
| All | + 13%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 17%( 70%) |
| Physical | + 36%( 70%) |
| Lightning | + 33%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 88%( 88%) |
Defense: Immunities
| Stun Resistance | 22% |
| Poison Resistance | 63% |
| Blind Resistance | 65% |
| Silence Resistance | 50% |
| Bleed Resistance | 63% |
| Teleport Resistance | 22% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 70% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. Its effects scale with your Magic stat. |
| 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. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 958% for 10 turns (283 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 628 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Blaze | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / One With the Sea | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Spell / Terramorphism | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Generic Talents
| Race / Vor'tep | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Force | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Liminal / Glory | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Spell / Wild magic | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Glory |
| talent | Wild Power |
| talent | Phantasmal Shield |
| talent | Wild Devastation |
| talent | Arcane Power |
| talent | Aether Permeation |
| detrimental effect | The target is encased in thorny vines, dealing 59 nature damage each turn and reducing its speed by 48%. Thorn Grab |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| detrimental effect | The target is infected with a mind parasite. Each time it uses a talent it has a 88% chance to have 4 random talent(s) put on cooldown for 7 turns. Mind Parasite |
| detrimental effect | The target's has a cursed wound, reducing healing by 44%. Cursed Wound |
| detrimental effect | The target is poisoned, taking 69.79 nature damage per turn. Poison |
| detrimental effect | Movement speed is reduced by 52%. Slow movement |
| beneficial effect | Infinite Dungeon Challenge (Level 35): Exterminator Challenge |
Quests
Proceed directly to the next Infinite Dungeon level in less than 182 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (182)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 128 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (128)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 12): Near SightedYou completed the challenge and received: Random Artifact: Quenchbreacher (13-21 power, 4 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 13): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: Random Artifact: Torchblow (0 def, 9 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: Random Artifact: Sleetbringer (3 def, 11 armour) | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 22): Headhunter2 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): ExterminatorYou completed the challenge and received: Random Artifact: Elowyn (10 def, 5 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 28): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 29): Pacifist | failed |
Wake up and kill the dreaming horror boss 'Ivysetha the dreaming horror'. Infinite Dungeon Challenge (Level 30): Dream HunterYou completed the challenge and received: Random Artifact: Chargeweeper (9-14 power, 3 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 31): Mirror Match | failed |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 34): Headhunter1 / 3 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorFoes left: 24 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: Random Artifact: Bill's Tree Trunk (30-51 power, 7 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 7): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: Random Artifact: Skullcleaver (20-28 power, 4 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: Random Artifact: Sparkhue (3 def, 2 armour) | done |
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 | Layewen (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +8 Wil +7 Cun +2 Con defense ------ Armor +3 Fatigue -6% Physical save +24 (+8 eff.) Spell save +16 (+4 eff.) Mind save +14 (+5 eff.) other ------- Encumbrance +29 Light +3 A pair of boots made of leather. |
| Light source | ethereal alchemist's lamp0.0 Encumbrance T3 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +8 (+1 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +4 Wil +4 Mag offense ------ Spellpower +10 (+2 eff.) defense ------ Defense +2 (+0 eff.) other ------- Mana/turn +0.70 Mana when Hit +1.20 Max mana +40.00 Manaflow: Puts all charms on 40 cooldown Effective talent level: 1.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | Fuloharakan (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +7 Wil +9 Mag offense ------ Spellpower +12 (+2 eff.) On-Hit 12 arcane 5 temporal On-Ranged-Hit 5 temporal Damage +18% blight +3% temporal +7% arcane defense ------ Armor +2 Resistance +3% blight +5% temporal +9% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lightbringer's Wand2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+4 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 199 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
| On fingers | Silyrekira the Willowkill0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +7 (+2 eff.) Damage +16% nature On-Hit (Melee): * 10% chance to slow global speed by 55% defense ------ Resistance +44% nature Life +20.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +26% other ------- Light +1 Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +7 (+3 eff.) defense ------ Blind Resist +25% other ------- Infravision +3 See Stealth +10 See Invis +8 Rings make your fingers look great! |
| Around neck | Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage -5% cold +10% fire defense ------ Resistance -20% cold +20% fire Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
| In main hand | Squalormire the elven-wood magestaff (43-52 power, 5 apr, light element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane Weapon Damage 43.0 - 51.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +23 (+4 eff.) Damage +9% acid +43% light Ignore resists +10% nature On-Hit (Melee): * 20% chance to reduce armor by 51% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Emblem of Evasion1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+7 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | magewarrior's short elven-wood starstaff of illumination (25-30 power, 5 apr, light element)5.0 Encumbrance T4 staff 1H weapon [Ego+] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +7% Physical Power +8 (+2 eff.) Spellpower +19 (+3 eff.) Damage +25% light Accuracy +9 (+3 eff.) defense ------ Defense +5 (+1 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 421.64 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Dawnlash the cashmere cloak (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +3 Mag offense ------ Physical Crit +2.0% Spell Crit +5% Physical Power +2 (+0 eff.) Damage +18% light Ignore resists +10% nature defense ------ Defense +9 (+3 eff.) Fatigue -4% Physical save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% fire +10% cold +10% arcane +13% all Spell save +20 (+5 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
healing infusion of the wizard (heal 232; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 232 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -425; dur 6; cd 30) =Keep for Internal=0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -425 life. The duration and life will increase by 1% for every 1% life you have lost (currently 852 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 698%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
7 infusion patches of clearing0.1 Encumbrance T1 infusion-patch scroll [Normal] Nature Cure yourself of detrimental effects. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
4 infusion patches of extra healing0.1 Encumbrance T4 infusion-patch scroll [Normal] Nature Heal yourself for 400 life. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
3 infusion patches of lesser speed0.1 Encumbrance T3 infusion-patch scroll [Normal] Nature Increase global speed by 20% for 5 turns. Infusion patches are like single-use infusions, applying a dose of the formula and then falling off. |
enchantment rune of the duelist (+22 for 9 turns)0.1 Encumbrance T3 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 22 and adds 27 arcane damage to all your hits. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 208; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 208.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 176; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 176 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 825; dur 5; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 825 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
10 scrolls of phase door0.1 Encumbrance T1 scroll [Normal] Arcane Teleport randomly in a range of 15, with a minimum range of 3. Magical scrolls can have wildly different effects! |
8 scrolls of teleportation0.1 Encumbrance T2 scroll [Normal] Arcane Teleport randomly in a range of 40, with a minimum range of 15. Magical scrolls can have wildly different effects! |
2 scrolls of controlled phase door0.1 Encumbrance T4 scroll [Normal] Arcane Teleport in a semi-controlled fashion in a range of 10. Magical scrolls can have wildly different effects! |
Kegrim0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 51% defense ------ Resistance +3% acid +44% light +28% darkness Physical save +14 (+5 eff.) Spell save +14 (+4 eff.) Mind save +10 (+4 eff.) Blind Resist +55% other ------- Max mana +80.00 Amulets make your neck look great! |
Globretta (20-24 power, 4 apr, light element)5.0 Encumbrance T3 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +9% Critical power +7.00% Spellpower +15 (+3 eff.) Damage +20% light defense ------ Defense +8 (+2 eff.) Resistance +12% acid +6% fire Life Regen +1.30 Healmod +14% Pinning Resist +20% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 311.06 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+3 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Obliterator (48-72 power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 30 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
inquisitor's dwarven-steel greatmaul of massacre (56-84 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Disrupt/Master Weapon Damage 56.0 - 84.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Crit: * Deals 76 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed mauls. |
harmonious living mindstar of frost (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 12 cold Damage +3% nature +14% cold Ignore resists +5% nature +11% cold defense ------ Armor +7 Resistance +5% nature +4% cold other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony 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. |
manaburning living mindstar of venom (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Disrupt Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit 14 acid Damage +12% acid Ignore resists +9% acid defense ------ Resistance +10% acid +5% arcane Life Regen +3.00 other ------- Talents +1 Attune Mindstar 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. |
Phantasmal Blade (20-25 power, 9 apr) Phantasmal Blade (20-25 power, 9 apr)1.0 Encumbrance T4 ritual blade 1H weapon [Unique] Arcane/Psionic Weapon Damage 19.5 - 25.4 Physical Uses 45% Mag, 45% Dex Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Mind Crit +12% Damage +25% mind +25% light +25% darkness Ignore resists +10% mind +10% light +10% darkness other ------- Masteries +0.20 Spell/Phantasm +0.20 Spell/Illusion The unreal, made real. |
Daimelach (30-32 power, 3 apr) Daimelach (30-32 power, 3 apr)3.0 Encumbrance T4 whip 1H weapon [Rare] Arcane Weapon Damage 29.5 - 32.5 Physical Uses 100% Dex Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +9.0% Attack Speed 125% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 154 damage While equipped: Stats +3 Wil offense ------ Spell Crit +6% Spellpower/crit +10 Damage +6% blight +6% mind defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +50.00 Sharp, long and deadly. |
Temporal Rift (8 def, 4 armour, 325 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 40 [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+2 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+4 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+5 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 poison 20 nature slow defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
enlightening hardened leather armour of the deep (9 def, 7 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +7 Defense +9 (+3 eff.) Fatigue +8% Resistance +9% acid +7% cold Mind save +12 (+4 eff.) other ------- Breathe water A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life Regen +4.00 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
Neira's Memory1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 622, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 131 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
The Face of Fear (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+6 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.6 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 17.98 mind and 17.98 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 4.06 mind and 4.06 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 7.05 mind and 7.05 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
iron helm 'Polydavea' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +3 Cun +3 Con offense ------ Mindpower +10 (+4 eff.) When Hit 2 mind defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvorebrewyn the granite wardstone Yvorebrewyn the granite wardstone1.0 Encumbrance T2 wardstone armor [Rare] Arcane While equipped: offense ------ Damage +10% temporal defense ------ Armor +8 Defense +4 (+1 eff.) Resistance +3% lightning +12% temporal +12% blight +3% mind +6% nature Damage Reduction +2 all Slow Projectiles +15% Pinning Resist +20% other ------- Wards +2 temporal Talents +2 Ward Handheld warding devices |
8 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
67 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Mayyleda2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +5 Str offense ------ Ignore resists +20% physical Ignore Armor +5 defense ------ Life +43.00 Life Regen +4.00 Confus Resist +20% other ------- Light +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. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +1 Infravision +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Guardian's Bell Guardian's Bell1.0 Encumbrance lite [Unique] Nature While equipped: other ------- Light +5 This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str offense ------ Damage +8% mind +7% fire defense ------ Mind save +9 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Skull of the Rat Lich1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
rod of detect monster (1/1)2.0 Encumbrance rod charm [Normal] Unknown Detect monster in a radius of 25. Uses 10 power out of 10/10 A curved rod of an unknown metal. The markings on it suggest an animal of some sort surrounded by eyes. |
rod of disarming (2/2)2.0 Encumbrance rod charm [Normal] Unknown Disarm any known traps in a line. Uses 50 power out of 100/100 A long rod of an unknown metal. The markings on it suggest a trap being blown apart by some great force. |
rod of trap detection (1/1)2.0 Encumbrance rod charm [Normal] Unknown Detect traps in a radius of 25. Uses 10 power out of 10/10 A short rod of an unknown metal. The markings on it suggest a trap surrounded by eyes. |
extending steel torque of gale force [power 155] (1/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 180 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Delaregozilarain' [power 51] (1/25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +5% arcane +3% light +6% nature Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 13% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 33. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of mindblast [power 255] (1/10 cooldown)2.0 Encumbrance T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 296 mind damage and silencing them for 4 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful ash totem of thorny skin [power 25] (1/20 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of stinging [power 230] (1/12 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 304 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered elven-wood totem of healing [power 668] (1/19 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 668 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
elm wand of clairvoyance [power 9] (1/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 83 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Ulfadedorion' [power 230] (1/15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Mag offense ------ Critical power +20.00% Spellpower +20 (+3 eff.) Damage +6% blight Ignore resists +20% blight When Hit 6 mind Fire a magical bolt dealing 290 fire damage Puts all charms on 15 cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Urukalthoran [power 275] (1/15 cooldown)2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: Stats +1 Dex +2 Con offense ------ Physical Crit +1.0% Damage +3% mind Ignore resists +10% mind Accuracy +20 (+7 eff.) Fire a magical bolt dealing 371 acid damage Puts all charms on 15 cooldown 100% to increase all damage by 19% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating elven-wood wand of shielding [power 386] (1/20 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 706 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 40% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of lightning storm [power 386] (1/15 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 89 lightning damage and will be dazed for 1 turn (447 total damage) Puts all charms on 15 cooldown 100% to heal for 64. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Test the Vor'tep Adventurer level 34
58th Dusk 122nd year of Ascendancy at 18:31 see stats
Exterminator
Killed 1000 creatures.By Test the Vor'tep Adventurer level 22
19th Dusk 122nd year of Ascendancy at 16:18 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Test the Vor'tep Adventurer level 11
2nd Flare 122nd year of Ascendancy at 21:58 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Test the Vor'tep Adventurer level 24
22nd Dusk 122nd year of Ascendancy at 23:13 see stats
Infinite x30
Got to level 30 of the infinite dungeon.By Test the Vor'tep Adventurer level 33
54th Dusk 122nd year of Ascendancy at 21:43 see stats
Level 10
Got a character to level 10.By Test the Vor'tep Adventurer level 10
10th Mirth 122nd year of Ascendancy at 09:52 see stats
Level 20
Got a character to level 20.By Test the Vor'tep Adventurer level 20
14th Dusk 122nd year of Ascendancy at 16:13 see stats
Level 30
Got a character to level 30.By Test the Vor'tep Adventurer level 30
44th Dusk 122nd year of Ascendancy at 03:32 see stats
Size is everything
Did over 1500 damage in one attack.By Test the Vor'tep Adventurer level 34
57th Dusk 122nd year of Ascendancy at 16:02 see stats
Size matters
Did over 600 damage in one attack.By Test the Vor'tep Adventurer level 21
17th Dusk 122nd year of Ascendancy at 12:11 see stats
The Rat Lich
Killed the terrible Rat Lich.By Test the Vor'tep Adventurer level 5
79th Pyre 122nd year of Ascendancy at 21:52 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Test the Vor'tep Adventurer level 29
43rd Dusk 122nd year of Ascendancy at 12:21 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Test the Vor'tep Adventurer level 18
10th Dusk 122nd year of Ascendancy at 19:22 see stats
Log
Salyleda the great wolf has shrugged off 72 damage and is ready for more.
Salyleda the great wolf recovers sight.
Salyleda the great wolf shares damage with his oozes!
Test's arcane area effect hits Salyleda the great wolf for (72 rampage shugs off), 59 arcane (59 total damage).
Test casts Channel Staff.
Salyleda the great wolf uses Slam.
Salyleda the great wolf slams Test!
Test shrugs off the effect 'Stunned'!
Salyleda the great wolf shares damage with his oozes!
Test's Channel Staff hits Salyleda the great wolf for 145 light damage.
Salyleda the great wolf hits Test for (22 withstood), 109 physical (109 total damage).
Test is no longer dominated.
Poison from Salyleda the great wolf hits Test for (16 withstood), 80 nature (80 total damage).
Thorn Grab from Salyleda the great wolf hits Test for (13 withstood), 68 nature (68 total damage).
Salyleda the great wolf has shrugged off 72 damage and is ready for more.
Salyleda the great wolf uses Slime Spit.
Test deflects the projectile from Salyleda the great wolf to the southwest!
Bloated ooze slows down.
Test deflects the projectile from Salyleda the great wolf to the west!
Salyleda the great wolf's Slime Spit hits Bloated ooze for 306 nature damage.
Poison from Salyleda the great wolf hits Test for (11 mitigated), (50 ignored), 0 nature (0 total damage).
Thorn Grab from Salyleda the great wolf hits Test for (11 mitigated), (41 ignored), 0 nature (0 total damage).
Test casts Channel Staff.
Test talent 'Rune: Shielding' is disrupted by the mind parasite.
Test talent 'Arcane Vortex' is disrupted by the mind parasite.
Test talent 'Teleport' is disrupted by the mind parasite.
Test talent 'Secondary: Pain Suppression' is disrupted by the mind parasite.
Salyleda the great wolf activates his dwarven-steel helm!




















































































