Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ignore Race/Class Locks 1.1.0Modifies 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: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned Starting Prodigy Remixed 1.0.4Prodigies have no level requirements and lessened stat requirements - and all characters start with one. Bastion 1.5.10A complete rework for Bulwark. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Revamped Anorithil 1.5.5 Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Ashes of Urh'Rok 1.5.0Official 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:
Infinite Dungeon Merchants 1.5.104 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you. There are 19 talent trees (249 talents) available for purchase: Can increase your stats and sub stats: Imbue items: The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
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If you are interested in a main story mode version you can get it here: Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him! Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Mage Knight 1.5.5Adds 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. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. No Reloading 1.0.0removes reloading from the game. Embers of Rage 1.5.0Official 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:
Custom Difficulty 1.5.10Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
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Campaign | Infinite |
Mode | Easy Adventure |
Sex | Male |
Race | Shalore |
Class | Mind Knight |
Level / Exp | 60 / 0% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 89 (base 70) |
Constitution | 73 (base 70) |
Magic | 113 (base 76) |
Willpower | 97 (base 70) |
Cunning | 88 (base 73) |
Resources
Life | 4475/4475 |
Mana | 953/953 |
Stamina | 527/527 |
Psi | 264/264 |
Healing Factor | 1.7488888888889 |
Regeneration | 107.11944444445 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | +5.2412950690599% |
Global | +100% |
Vision
Sight | 8 |
Lite | 10 |
See Stealth | 63.513335222393 |
See Invisible | 73.513335222393 |
Offense: Mainhand
Damage | 151 |
Accuracy | 61 |
Crit Chance | 62% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 64 |
Crit Chance | 109% |
Speed | 0.95019735299133 |
Offense: Mind
Mindpower | 80 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Blight | +25% |
Arcane | +42% |
Cold | +31% |
All | +21% |
Darkness | +61% |
Physical | +65% |
Mind | +61% |
Fire | +41% |
Lightning | +31% |
Offense: Damage Penetration
Physical | +40% |
Arcane | +10% |
Mind | +40% |
All | 0% |
Defense: Base
Armour (hardiness) | 46 (100%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 85 |
Spell Save | 78 |
Mental Save | 89 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 39%( 70%) |
Arcane | -1%( 50%) |
Cold | + 31%( 70%) |
All | + 4%( 70%) |
Lightning | + 31%( 70%) |
Light | -6%( 70%) |
Physical | + 40%( 70%) |
Darkness | + 33%( 70%) |
Fire | + 12%( 70%) |
Mind | +100%(100%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Knockback Resistance | 30% |
Confusion Resistance | 100% |
Stun Resistance | 55% |
Disarm Resistance | 55% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (2/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (95% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Class Talents
Psionic / Psychic Assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Liminal / Eclipse | 1.30 |
| 6/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Psionic / Psychic Body | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Liminal / Twilight | 1.30 |
| 6/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Psionic / Psychic Attack | 1.30 |
| 3/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Solar / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Solar / Sunburn | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Lunar / Moonbeam | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Psionic / Psychic Gifts | 1.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Liminal / Glory | 1.30 |
| 6/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Technique / Weapons Master | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Psionic / Mentalism | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
Liminal / Threshold | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Liminal / Guile | 1.30 |
| 6/5 |
| 3/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fortress of Will |
talent | Biokinesis |
talent | Eldritch Combat |
talent | Align Staff |
talent | Chant of Fortress |
talent | Guile |
talent | Corona |
talent | Mental Reach |
talent | Eldritch Aura |
talent | Psychic Combat |
talent | Premonition |
talent | Star Song |
talent | Glory |
beneficial effect | The target is immune to all detrimental effects. Draconic Will |
beneficial effect | The target is surrounded by a magical shield, absorbing 1311/1352 damage before it crumbles. Damage Shield |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 26 of Infinite Dungeon. Escort: injured seer (level 26 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 11 of Infinite Dungeon. Escort: lost sun paladin (level 11 of Infinite Dungeon)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 31 of Infinite Dungeon. Escort: lost sun paladin (level 31 of Infinite Dungeon)As a reward you improved Magic by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Infinite Dungeon. Escort: lost tinker (level 8 of Infinite Dungeon) | done |
You successfully escorted the lost warrior to the recall portal on level 12 of Infinite Dungeon. Escort: lost warrior (level 12 of Infinite Dungeon)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the lost warrior from death by Pale Drake. Escort: lost warrior (level 44 of Infinite Dungeon) | failed |
You successfully escorted the repented thief to the recall portal on level 43 of Infinite Dungeon. Escort: repented thief (level 43 of Infinite Dungeon)As a reward you improved Dexterity by +2. | done |
You abandoned lost warrior to death. Escort: weary adventurer (level 21 of Infinite Dungeon) | failed |
You successfully escorted the worried loremaster to the recall portal on level 24 of Infinite Dungeon. Escort: worried loremaster (level 24 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
Wake up and kill the dreaming horror boss 'Nereseda the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 29)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 14)You completed the challenge and received: Random Artifact: Hellshack (111% power, 3 apr, acid element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 27) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 30)You completed the challenge and received: Random Artifact: Daironeg of firewall [power 137] (6 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 32)You completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 38) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 39) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 46) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 47) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 48) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 49) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 6) | failed |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 18)0 / 2 demon spawn killed. | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 36)You completed the challenge and received: Random Artifact: Smoldermight (4 def, 11 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 15)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 40)Turns left: 0 You completed the challenge and received: Random Artifact: Blindcast (0 def, 5 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 42)Turns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 50)Turns left: 0 You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 51)Turns left: 0 You completed the challenge and received: Random Artifact: Phlegmtorrent (Misfortune) (143% power, 5 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 25)You completed the challenge and received: Random Artifact: Helldare (98% power, 24 apr, mind damage) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 35)You completed the challenge and received: Random Artifact: Demontreason (18/18, 139% power, 3 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 17) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 52)You completed the challenge and received: +1 Class Point and +1 Category Point | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 7) | failed |
Leave the level in less than 249 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (249) (Level 34)Turns left: -1 | 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 | Ethereal Boots (0 def, 5 armour) Ethereal Boots (0 def, 5 armour)Requires: Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. With the right weapon you could really pierce your foes' egos. The set is complete. When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Changes stats: +5 Mag / +10 Wil Changes resistances penetration: +20% mind / +20% physical Changes damage: +20% mind / +20% physical Damage affinity(heal): +15% mind Talent granted: +1 Masterstroke Critical mult.: +15.00% Confusion immunity: +20% Mindpower: +25 (+5 eff.) Mental crit. chance: +10% Each time you move you produce a radius three burst of telekinetic and telepathic energy that has a chance to concuss all enemies within for one turn, preventing them from using talents and possibly causing cross-tier brainlock. The target can resist with mental save, physical save, confusion resistance, and stun resistance, and the chance is increased with your mindpower. It can be used to activate talent Astral Jaunt (costing 20 power out of 40/40) : Effective talent level: 6.5 Power cost: 20 out of 40/40. Range: 11 Travel Speed: instantaneous Is: a mind power Description: You are able to teleport yourself up to 11 tiles within line of sight. At raw talent level 2, you can teleport characters other than yourself. At raw talent level 3, you may teleport up to 6 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times. At raw talent level 4, you no longer need line of sight to the destination when teleporting yourself. At raw talent level 5, you no longer need line of sight to the destination when teleporting others. This talent takes no time to use, unless you initiate more than one teleport. This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 180% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 100% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). A pair of transparent gray boots that seem to pulse with every step, these boots were worn by Elria Eagleheart in the Age of Dusk. They were said to allow her to teleport far more rapidly, and to hammer the minds of her foes both telekinetically and telepathically with every step. After Elria passed away, the boots were worn by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Light source | Void Star Void StarRequires: Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 103.53 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Requires: Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +10 Cun Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +30% Knockback immunity: +30% Light radius: -1 It can be used to activate talent Retch (costing 47 power out of 80/80) : Effective talent level: 2.0 Power cost: 47 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 41 blight damage or heals 49 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Tool | crystalomancer's iron pickaxe (dig speed 38 turns) crystalomancer's iron pickaxe (dig speed 38 turns)Requires: Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag Maximum mana: +20.00 Spell crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | marksman's steel ring of life marksman's steel ring of lifeRequires: Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Life regen: +1.00 Maximum life: +59.00 Healing mod.: +16% Rings can have magical properties. |
On fingers | Void Orb Void OrbRequires: Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.4 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 264.04 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around waist | rough leather belt of magery rough leather belt of mageryRequires: Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Mag / +4 Wil Spell crit. chance: +3% A belt that goes around your waist. |
In main hand | Ego Pierce (Misfortune) (156% power, 6 apr) Ego Pierce (Misfortune) (156% power, 6 apr)Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. With the right boots, an astral duel can be fought in four dimensions. The set is complete. Power: 156% Range: 1.4x Uses stats: 100% Mag, 39% Str Damage type: Psychic Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to stun or confuse the target depending on psychic damage done; this will change the psychic damage type if subject to change Damage (Melee): +100 Psychic When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Wil / +10 Mag Changes resistances penetration: +20% mind / +20% physical Changes damage: +20% mind / +20% physical Damage affinity(heal): +15% mind Critical mult.: +15.00% Confusion immunity: +20% Mental crit. chance: +5% The completed set increases your chance of triggering Eldritch Combat by 10%. Curse of Misfortune A slender rapier with a blade composed of blue crystal, this was the weapon of Elria Eagleheart in the Age of Dusk. It was said to be able to strike at the mind directly, disorienting those hit by it. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
On hands | blighted rough leather gloves of war-making (0 def, 1 armour) blighted rough leather gloves of war-making (0 def, 1 armour)Requires: Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +1 Damage (Melee): 7 blight Changes resistances: +6% blight Changes damage: +4% blight Critical mult.: +7.00% Spell crit. chance: +7% Mental crit. chance: +7% When used to modify unarmed attacks: Power: 106% Range: 1.1x Uses stats: 40% Cun, 0% Str, 80% Mag, 31% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). When this weapon crits: Cripple (20% chance level 1). Burst (radius 2) on crit: +6 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Requires: Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. The set is complete. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. It can be used to activate talent Abyssal Shroud (costing 47 power out of 80/80) : Effective talent level: 2.0 Power cost: 47 out of 80/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 6 turns. The shroud causes 33.28 darkness damage each turn, reduces light radius by 2, and darkness resistance by 21% of those within. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Cloak | Kindlerebel the cashmere cloak (2 def, 0 armour) Kindlerebel the cashmere cloak (2 def, 0 armour)Requires: Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +34 (+9 eff.) Armour penetration: +10 Defense: +2 (+0 eff.) Fatigue: -8% Damage when hit (Melee): 12 light Changes stats: +3 Str / +6 Dex / +4 Cun / +3 Con Physical save: +6 (+1 eff.) Maximum life: +82.00 Maximum stamina: +43.00 Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Choker of Dread Choker of DreadRequires: Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Inventory
medical injector implant (efficiency 179% / cooldown 66%) medical injector implant (efficiency 179% / cooldown 66%)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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 66%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion (resist 23%; cure magical, mental) wild infusion (resist 23%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (828% speed; 7 turns) movement infusion of the titan (828% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 828% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 437 for 6 turns)shielding rune (absorb 437 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 437 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 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. |
Writhing Ring of the Hunter Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-6 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-6 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Staff of Destruction (Nightmares) (120% power, 4 apr, fire element) Staff of Destruction (Nightmares) (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 150% Mag Damage type: Fire Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). Curse of Nightmares This unique-looking staff is carved with runes of destruction. |
Glorida the Woepiety (Madness) (136% power, 6 apr, darkness element) Glorida the Woepiety (Madness) (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Armour: +6 Changes resistances penetration: +15% physical / +15% temporal / +15% light / +15% darkness Changes damage: +30% physical / +30% temporal / +30% light / +30% darkness Talent granted: +1 Command Staff Spell save: +20 (+4 eff.) Only die when reaching: -80.00 life Spellpower: +40 (+10 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Unredur' (Misfortune) (136% power, 6 apr, darkness element) dragonbone vilestaff 'Unredur' (Misfortune) (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 52% chance to gain 10% of a turn (3/turn limit) Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 physical / +8 mind When wielded/worn: Physical crit. chance: +15.0% Physical power: +2 (+0 eff.) Defense: +19 (+6 eff.) Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 4 physical Changes stats: +6 Mag / +6 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Physical save: +39 (+8 eff.) Equilibrium when hit: +0.04 Maximum mana: +83.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +5% Damage Shield penetration: +45% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel battleaxe of massacre (Madness) (156% power, 2 apr)truestriking dwarven-steel battleaxe of massacre (Madness) (156% power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 156% Range: 1.5x Uses stats: 120% Mag, 47% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Curse of Madness Massive two-handed battleaxes. |
Rising Phoenix (Misfortune) (172% power, 4 apr) Rising Phoenix (Misfortune) (172% power, 4 apr)Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. It is part of a set of items. You almost feel like it could be held in talons as easily as hands. Power: 172% Range: 1.5x Uses stats: 120% Mag, 47% Str Damage type: Solar Fire Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +75 Solar Fire When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Str / +5 Mag Changes resistances penetration: +20% light / +20% fire Changes damage: +20% light / +20% fire Damage affinity(heal): +15% fire Critical mult.: +15.00% Blindness immunity: +20% Your Fire and Light damage bonuses (before the bonus from this weapon) are added together, as are your Fire and Light damage penetration. Curse of Misfortune A golden battle-axe with blades that resemble the wings of a bird, this was the weapon of Ardain Eagleheart in the Age of Dusk. It was said to focus the full power of the sun into every spell he cast. After Ardain passed away, the axe was wielded by other phoenix knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Tirakai's Maul (Misfortune) (139% power, 6 apr) Tirakai's Maul (Misfortune) (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 130% Mag, 47% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem Curse of Misfortune It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Warmaster Gnarg's Murderblade (Madness) (172% power, 19 apr) Warmaster Gnarg's Murderblade (Madness) (172% power, 19 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% Range: 1.6x Uses stats: 120% Mag, 47% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Madness A blood-etched greatsword, it has seen many foes. From the inside. |
Dethblyd (Shrouds) (182% power, 18 apr) Dethblyd (Shrouds) (182% power, 18 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 140% Mag, 51% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Curse of Shrouds Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
This item will automatically be transmogrified when you leave the level. plaguebringer's orichalcum trident of evisceration (Misfortune) (161% power, 16 apr)plaguebringer's orichalcum trident of evisceration (Misfortune) (161% power, 16 apr) Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 162% Range: 1.6x Uses stats: 120% Mag, 47% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease On weapon crit: * wounds the target for 7 turns: 15 bleeding, 57% reduced healing Damage (Melee): +28 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+7 eff.) Disease immunity: +49% Curse of Misfortune A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. Phlegmtorrent (Misfortune) (143% power, 5 apr)Phlegmtorrent (Misfortune) (143% power, 5 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stats: 100% Mag, 39% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +17 acid When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +2 Fatigue: -2% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 blight / 8 physical Changes stats: +6 Str / +3 Dex / +3 Wil / +2 Cun Changes resistances: +3% nature / +1% physical Changes resistances penetration: +5% blight / +5% physical / +5% nature Changes damage: +3% blight / +19% physical / +3% nature Stamina each turn: +0.20 Stamina when hit: +2.10 Light radius: +1 See invisible: +6 Healing mod.: +10% Curse of Misfortune Blunt and deadly. |
Mercy (Madness) (143% power, 9 apr) Mercy (Madness) (143% power, 9 apr)Requires: - Magic 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 0% Str, 100% Mag, 39% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Madness This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Stormstrike (Madness) (150% power, 9 apr) Stormstrike (Madness) (150% power, 9 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It is part of a set of items. Strike like the wind. Power: 150% Range: 1.3x Uses stats: 35% Dex, 90% Mag, 0% Str Damage type: Lightning Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Lightning arcs to additional targets Damage (Melee): +50 lightning When wielded/worn: Changes stats: +5 Dex / +5 Wil Changes resistances penetration: +20% lightning / +20% physical Changes damage: +20% lightning / +20% physical Damage affinity(heal): +15% lightning Critical mult.: +15.00% Pinning immunity: +20% Spell crit. chance: +10% Curse of Madness A dagger hilt from which extends a crackling bolt of lightning rather than a metal blade, this was one of the weapons of Kaeli Eagleheart in the Age of Dusk. It was said to chain between the enemies around her with every strike. After Kaeli passed away, the dagger was wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
Windshear (Misfortune) (150% power, 9 apr) Windshear (Misfortune) (150% power, 9 apr)Requires: - Magic 48 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 It is part of a set of items. Strike like lightning. Power: 150% Range: 1.3x Uses stats: 35% Dex, 90% Mag, 0% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Grants a stacking free movement Damage (Melee): +50 lightning When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Dex / +5 Mag Changes resistances penetration: +20% lightning / +20% physical Changes damage: +20% lightning / +20% physical Damage affinity(heal): +15% lightning Critical mult.: +15.00% Pinning immunity: +20% Movement speed: +25% Curse of Misfortune A dagger with a blade that seems composed of tightly focused wind, this was one of the weapons of Kaeli Eagleheart in the Age of Dusk. It was said to allow her to move with the speed of the wind even without active magic use. After Kaeli passed away, the dagger was wielded by other storm knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
prismatic rough leather armour of Toknor (1 def, 2 armour) prismatic rough leather armour of Toknor (1 def, 2 armour)Requires: - Magic 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +12% light / +11% darkness Critical mult.: +12.00% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 44, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 15 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
eldritch pair of rough leather boots of uncanny dodging (3 def, 1 armour) eldritch pair of rough leather boots of uncanny dodging (3 def, 1 armour)Requires: Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Changes stats: +2 Mag / +2 Wil Mana each turn: +0.16 Maximum mana: +26.00 Spell crit. chance: +2% A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
The Conduit (0 def, 3 armour) The Conduit (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. A great tool for conducting energy, now you need one to channel it. When wielded/worn: Armour: +3 Changes stats: +10 Wil Changes resistances penetration: +20% arcane / +20% physical Changes damage: +20% arcane / +20% physical Damage affinity(heal): +15% arcane Critical mult.: +35.00% Silence immunity: +20% Spell crit. chance: +10% Lowers spell cool-downs by: 10% When used to modify unarmed attacks: Power: 135% Range: 1.1x Uses stats: 31% Dex, 120% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Foundations of Evocation (10% chance level 5). Damage (Melee): +25 arcane A pair of white silk gloves embroidered with a complex runic pattern of silver threads, these gloves were worn by Galland Eagleheart in the Age of Dusk. They were said to be be a perfect conduit between the wizard and the magical energies he manipulated. After Galland passed away, the gloves were worn by other mana knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
Phoenix Talons (0 def, 5 armour) Phoenix Talons (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. You cannot dive upon your foes without a pair of wings. When wielded/worn: Armour: +5 Changes stats: +5 Str / +5 Wil Changes resistances penetration: +20% light / +20% fire Changes damage: +20% light / +20% fire Damage affinity(heal): +30% light / +15% fire Critical mult.: +35.00% Blindness immunity: +20% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 141% Range: 1.1x Uses stats: 31% Dex, 120% Mag, 0% Str Damage type: Solar Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% When this weapon hits: Solar Blast (10% chance level 5). Damage (Melee): +25 Solar Fire All Regeneration effects upon you have their durations increased by two rounds. A pair of gauntlets styled to seem covered with red, orange, white, and golden feathers, with sharp talons on the fingers, these gloves were worn by Ardain Eagleheart in the Age of Dusk. They were said to be able to convert ambient light to healing energy. After Ardain passed away, the gloves were worn by other phoenix knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 31% Dex, 40% Cun, 80% Mag, 0% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
This item will automatically be transmogrified when you leave the level. insulating elven-silk wizard hat of frost (+45%) (3 def, 0 armour)insulating elven-silk wizard hat of frost (+45%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +15% fire / +45% cold Changes damage: +20% cold A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather cap of precognition (12 def, 5 armour)cleansing drakeskin leather cap of precognition (12 def, 5 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +5 Defense: +12 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun Changes resistances: +14% nature / +14% blight A cap made of leather. |
aegis linen wizard hat of the Brotherhood (1 def, 0 armour) aegis linen wizard hat of the Brotherhood (1 def, 0 armour)Requires: Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +3 Con Changes damage: +7% arcane Life regen: +2.10 Damage Shield Power: +7% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 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. |
14 opal 14 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. |
18 topaz 18 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 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. |
17 onyx 17 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. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 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. |
12 garnet 12 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. |
12 quartz 12 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 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. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby 10 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
252 alchemist agate 252 alchemist agateRequires: 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Requires: Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Elemental Orb (Orb of Command) 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 163% of the healing done. This effect scales with your Magic stat., costing 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
This item will automatically be transmogrified when you leave the level. warded dwarven-steel torque of kinetic psionic shield [power 93] (20 cooldown)warded dwarven-steel torque of kinetic psionic shield [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Maximum wards: +3 physical / +4 mind / +4 darkness Talent granted: +1 Ward It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeRequires: Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Achievements
Log
Electric eel hits I DO NOTHINGGG for (3 resist armour), 0 lightning (0 total damage).
I DO NOTHINGGG's Corona killed Electric eel!
The protective shield of I DO NOTHINGGG disappears.
Talent Draconic Will is ready to use.
I DO NOTHINGGG uses Draconic Will.
I DO NOTHINGGG's skin hardens.
Talent Psychic Blast is ready to use.
I DO NOTHINGGG picks up (l.): truestriking dwarven-steel battleaxe of massacre (Madness) (156% power, 2 apr).
I DO NOTHINGGG picks up (E.): cleansing drakeskin leather cap of precognition (12 def, 5 armour).
Talent Mental Shielding is ready to use.
I DO NOTHINGGG deactivates Mental Reach.
I DO NOTHINGGG deactivates Chant of Fortress.
I DO NOTHINGGG deactivates Premonition.
I DO NOTHINGGG deactivates Star Song.
The shield around I DO NOTHINGGG crumbles.
I DO NOTHINGGG deactivates Align Staff.
I DO NOTHINGGG deactivates Eldritch Combat.
I DO NOTHINGGG deactivates Biokinesis.
I DO NOTHINGGG deactivates Psychic Combat.
I DO NOTHINGGG deactivates Guile.
I DO NOTHINGGG deactivates Glory.
I DO NOTHINGGG deactivates Fortress of Will.
I DO NOTHINGGG deactivates Corona.
I DO NOTHINGGG deactivates Eldritch Aura.