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Chapter 3: Rescue

Haldor contemplates the bleak land around him. To the north and the east, a chain of mountains which indeed resembles the Misty Mountains. The cavernous hillscape to the northwest could probably be Carn Dum. To the west, a large plain stands where once was the forest of Ossiriand. And to the south...

If Haldor still had a heart, it would beat very fast. No doubt about it... to the south he can distinguish the forest of Rhudaur. His homeland... Now he has a goal... return home and try to get accepted by his people.

On his way, Haldor finds a strange building. Upon inspecting the inside, he discovers a hidden trap door... and calls for help within. Haldor carefully opens the trap door and enters the dark tunnels below... and the trap door closes itself! Sounds like he's trapped inside...

The tunnels are really dark, and Haldor is wondering what nasty creatures he will find inside. Suddenly, something hits him from behind. Haldor turns around and sees... nothing. Before the dagger stabs him from behind, he turns around again and manages to distinguish a dark figure cloaked in invisibility. Haldor casts a mana bolt and a lightning bolt... and the cloaked figure falls on the ground. The twin daggers and the well-filled purse leaves no doubt: Haldor has entered a thieves' hideout!

A down staircase... and the cries for help become louder. Haldor descends carefully... and enters a huge room full of treasures!

"Welcome to the Assassin's Lair!" booms a man clothed in black. "I'm the Assassin Lord, and these are my men."

"Please help me! I will reward you for your help!" shouts a man chained to the wall. His clothes tell that he is a rich merchant, captured by the thieves for his rare goods. The Assassin Lord hits him in the face.

"Shut up!" roars the Assassin Lord. "You!" pointing at Haldor. "You seem to be powerful... you could join us and work for me. You could even make profit with us. If you refuse my offer... my men will kill you promptly. So what do you decide?"

"I will never join a bunch of assassins!" replies Haldor, as he prepares his freezing spell. The Assassin Lord is hit by the powerful spell and stops moving. Haldor knows he doesn't have much time... the Assassin Lord has to die quickly. Fire bolt, lightning bolt, mana bolt... and the Assassin Lord goes down. Now all the assassins scream in anger and rush to avenge their master. Haldor not only has to fight for his life but must also protect the merchant's life from the assassins' murderous frenzy.

After the last thief falls to the ground, a hidden staircase appears to the place where the Assassin Lord was standing.

"Come, here's the way out." says Haldor to the merchant.

"Thank you very much. I said I would reward you for your help. As you see me, I'm on my way to Minas Tirith to open a Rare Goods shop there. If you go to Minas Tirith, I will give you good prices for my wares there. And take this gold... you deserved it."

"Minas Tirith? I've never heard of that city before... Where can it be found?" asks Haldor. But the merchant is already gone... "Nevermind, I'll find that city when the time is right. But for now, let's go home."

Chapter 2: Paths of the Dead

Searching in the depths of his memories, Haldor remembered a place south of the Misty Mountains from the time he was learning magics in the East... a place that was feared by all living creatures, for it was said to be cursed and filled with all sorts of undead creatures. The Paths of the Dead was the name of that place. A quick look around tells Haldor that it had probably been resurrected deep in that dungeon, and it would probably be difficult to get out of the place "alive".

The room he's standing in has two doors in the south wall. Opening them reveals a dark passageway to the west. Rapidly, Haldor meets his first encounters in the dungeon... not the undead he was expecting, but mere mice, rats and worms. After a short while, Haldor felt more powerful: his magical energies had increased again, and he learned how to enlighten his way.

Now a staircase leading upwards appears in the hallway behind a corner. Where could that lead?

Another room on the level above. More rats. More corridors. If only Haldor had some means of magically mapping dungeon levels... But he knows this won't happen until he becomes much more powerful. And then the pain... a bolt of ice had been cast from a trap he didn't see until it was too late. Haldor didn't know undead could be damaged by ice, or even suffer pain... but somehow he's different from the basic undead roaming mindlessly the dungeons. He has his own will, and even his own memories.

The bolt of fire that hits Haldor in the back brings him back to the sad reality. He's wounded and lost in a hostile environment. The creature that stands behind him looks like a twisted clone of himself: a skeleton mage. Haldor quickly hides himself behind a corner and rests, waiting for his enemy to show up. And before the skeleton mage could react, Haldor puts him back to rest with a lightning bolt.

After taking a few stairs up, Haldor begins to feel that the dungeon has become even more dangerous. Now he has to fight skeleton warriors, mages, archers, even elite skeletons in every room and corridor he has to take. And the traps, more and more deadly, start to deal a lot more damage, reducing the energies that maintain his bones tight together to a very low amount...

Haldor is now cornered... skeleton warriors everywhere. With all his magical energies, he manages to kill all of them but two. He raises his staff in a desperate attack and manages to hit the first skeleton, wounding him. The skeleton's counterattack manages to drop Haldor's life energies to a critical level... he knows that he won't be able to survive another hit. He raises his staff again... and kills the wounded skeleton. Now the other skeleton warrior is on him and Haldor doesn't have a chance against such an enemy...

Suddenly, Haldor is sensing power through his bones again. It seems that the last battle had raised his experience to a new level. Not only can he sense the utility of the items in his backpack... but he thinks he can also condense the moisture in the air to cast powerful spells. Before the skeleton warrior destroys him with his sword, Haldor conjures a powerful ice bolt and freezes his opponent. With his now restored magical energies and more powerful lightning spell, it doesn't take him long to cover the floor with skeleton bones...

With his new spells, now including a powerful mana bolt, Haldor progresses nicely through the Paths of the Dead. One more staircase, and he can finally see the light at the end of the dark tunnels... The last room, and a last staircase leading to the surface of the world...

Haldor doesn't see the creature that's approaching yet... but the noise it makes leaves no doubt: it's big, and it's undead. Suddenly a huge skeleton appears... a Bone Giant. But this specific Bone Giant doesn't seem to be complete... maybe his master didn't have the time to finish it... or maybe he was killed by his own creation. Fortunately, this means that it didn't get enough life energies to be too much of a threat. A few mana and lightning bolts... and the huge creature is history.

Among the bony remains, Haldor finds a phial filled with darkness. A nice find: a quick look reveals that it's in fact the famous Phial of Undead, a light source that grants vision in the dark. With his new artifact, Haldor takes the final staircase and exits the Paths of the Dead...

A beautiful sunshine... The wind blows on his chilled bones... Haldor feels fine, and for a moment forgets that he's not a living being anymore. Now it's time to explore the surroundings... Maybe he'll find answers to his questions: how many time has passed since he died? what happened in the meantime? and what will he find in his homeland after all this time? And simply... what will he do now?

Chapter 1: Awakening

Haldor wakes up in a dark and sinister dungeon.

"So that's how the Halls of Mandos look like... I was expecting something much more interesting."

Before him stands a human clothed in black robes, or at least an entity in human form. Could that be Mandos himself?

"Oh yes! I've done it! The most powerful slave ever created! And it's... MINE!"

Something is clearly wrong... This can't be Mandos... And the place... It's not a hall, it looks more like a summoning circle in a dusty dungeon. Haldor can't move... stuck inside the circle made of powerful runes of protection. And now he contemplates what remains of his old self... a set of pathetic bones, brought back to "life" by black magic with some kind of consciousness, a remnant of his past life as he once was Haldor, the Easterling Mage. Silently, he listens to the demented necromancer that created the abominous monstruosity he had become...

"A powerful slave against my enemies! No one will stand against me now!"

"I'm not a slave! I am Haldor, Archmage of Rhudor!", Haldor responds to the necromancer. "Now release me!"

"You're nothing more than a set of animated bones, conjured here to serve me!", replies the dark hooded figure. "Now shut up, slave!"

The ritual must have weakened the necromancer's powers. As he turns around for a moment, Haldor notices a part of the summoning circle starting to fade. A chance to escape? Even without his old body, Haldor still feels the magical energies flowing through his bony remains. Maybe his old magical powers are still intact. Without a moment of doubt, he conjures a powerful fire bolt and aim it at the overconfident necromancer.

"No! This can't be! I am your master! You must obey me! I'll teach you obedience, slave!", shouts the necromancer, as he calls the horrible spell of Soul Rot.

Nimbly dodging the spell, Haldor replies with a lightning bolt... and the necromancer falls to his knees.

"Why did you do that? With your help, we would have been unstoppable and conquered the world!"

"I'm not interested.", replies Haldor. "And I will destroy you for making an undead out of me!"

"Nooo! Please spare me! I'm a poor necromancer who needs his undead slaves to survive in this cruel world", gurgles the necromancer, as his life starts to slip out of his body. "And you will need me anyway to survive too! In your current form, everything you will meet outside of this room will try to destroy you..."

"So what do you propose?", asks Haldor.

"Here, take this cloak. It is an enchanted cloak that will hide your true nature and make you look like a normal human."

Haldor looks at the black cloak which seems to radiate magical energies. As he puts it on, he feels his magical energies increase... a powerful cloak indeed. Looking at himself through one of the polished stones that form the walls of the room, he sees a man, vaguely resembling the old Haldor he once was, the cloak giving an illusion of a skinny body to everyone that would look at him now.

"Thank you for the gift... now you may die.", says Haldor without a trace of mercy in the voice.

"NOOOOO... *gurlgle*."

The necromancer dead, Haldor starts to think about what he should do now. The idea of spending the remaining of his time on Arda as an undead skeleton repulses him... but ending his unlife now in this forsaken dungeon is not the answer. Suicide has never been liked by the Gods, and would probably cost his place in the afterlife... and appearing as this pathetic set of bones in front of Mandos is not really what he's looking for right now. Maybe there's still something to accomplish in Middle-Earth after all, and he's gonna have time to think about his second death later...

Haldor looks more closely at the room he's currently standing in. Where could he possibly be? And a more important question... when? How long did he stay in limbo state before being awakened here instead of in the Halls of Mandos?

Prologue: War of Wrath

The sun rises again, and another battle is about to begin. For the past two days, the armies of Valinor had fought the forces of Morgoth that were spewing forth from the caverns of Anfauglith. The Balrogs had already fallen, now the legions of the Orcs are standing between the armies of the Light and the fortress of Angband.

All the recent victories had given Haldor a courage unknown to himself. The young mage knew that his limited talents would not weight much in the final outcome, but at least he was fighting against the forces of Evil, not like most Easterlings who decided to fight for the Enemy.

And his mentor, Eldorin, was on his side. The powerful Maia had taken a human shape, young, beautiful, and terrible at the same time. With his mighty spells alone, he could defeat an entire unit of a hundred Orcs in no time... Really, nothing could go wrong this day. Soon they would be standing at the entrance of the pits of Angband, and all the darkness would be dissipated...

Suddenly, the sound of the trumpets started to resonate in the sky, and it was the signal all were waiting for. Quickly, the legions of the Orcs perished, exterminated by the swords, bows and spells of the armies of the West. During the battle, Haldor got separated from Eldorin and the friends who were fighting with him. He had to retreat behind a hill after being chased by a dozen of Orcs to regain his magical energies. Using these energies, he could cast minor fire and lightning bolts to dispel the unfortunate Orcs that were stupid enough to attack him...

The top of the hill was a perfect spot to watch the progress of the battle. Looking around, Haldor could only see thousands and thousands of Orc corpses left behind by the armies of the Valar on the desolated plain of Anfauglith.

"Victory!" he shouted, watching the remaining Orc forces fleeing the field of battle.

Suddenly, from the fortress of Angband, came a terrible scream of fear and desperation. Could it be the Dark Lord himself, sensing that his end was coming? And as the scream was turning into a growl of anger, the sky started to become totally black above Morgoth's throne. Surely not a good omen...

And then they came... the great winged dragons with their devastating powers. Fire drakes, storm drakes, all breathing fire and lightning in front of them. Their assault was so brutal that, for a moment, Haldor saw the armies on the plain retreat in front of the raging elements preceding the dragons.

Submerged by the epic battle on the plain of Anfauglith, and in the sky above the plain, Haldor didn't see the huge form coming his way before it was too late for hiding. A massive dragon covered in black scales appeared above him and started to speak:

"Your existance has come to an end, puny mortal. I will destroy you and anyone who will stand against my master, Morgoth, Lord of Darkness. For I am Ancalagon the Black, mightiest of the dragonkind. Now prepare to die..."

Haldor knew he would have to use all he had learned during his training with Eldorin to have a chance of surviving the fight with the dragon. While dodging the first breath, he called for the element of fire and projected a bolt at the massive form...

"Silly mortal, your pesky spells are useless against me!", roared the dragon.

Indeed, the powers of the Flame, Lightning and even Corrosive Vapor were helpless against a creature that seemed to resist all the elements. After spending almost all his magical energies, Haldor could only hope that Eldorin had sensed his fight with the dragon and would come to the rescue... Using his minor teleportation abilities, Haldor managed to avoid the deadly breaths and claws for a while, but the outcome was unavoidable. As his magical energies got finally depleted, he raised his staff high and rushed at the dragon in a final assault.

The dragon's attack in response was brutal and painful. With all the strength of his claws, he threw Haldor to the bottom of the hill. In a last flash of consciousness, Haldor felt the warmth of the Valar enveloping him, as he sensed the aura of Eldorin taking him away from Ancalagon's wrath.

The spell of major teleportation had brought Eldorin back with Haldor's broken body to the camp where most of Haldor's friends had retreated from the dragons. Seeing all the interrogating faces surrounding him, Eldorin could only reply by a negative sign with his head...

In a final effort, Haldor opened his eyes:

"Is Ancalagon dead? Did we vanquish Morgoth?"

"Yes, my friend, the battle is over and the darkness is gone." replied Eldorin.

"Now I can die in peace. The Halls of Mandos are awaiting for me, and perhaps we gonna see each other again in Valinor..."

And with these words, Haldor dies...

Nightfall in Arda: the Tales of a Mage in Middle-Earth

I will post here the story of Haldor the Archmage, based on my experience from playing ToME4 beta 13. Since beta 14/15 were released too late to switch to Maj'Eyal, the story will still take place in Middle-Earth. The first twenty chapters were posted on the forums, the remaining parts will be posted here. So stay tuned!

One more Anorithil Test!

I know some people have been anxious to play Chronomancers but the truth is I needed a break and haven't been working on it much this last month or so.

I spent a lot of time feeling like I was beating my head against a brick wall trying to understand lua. But... things are starting to click more and more. Over the last couple of months I've managed to code four new trees for classes already in the game (two of those trees aren't IN THE GAME yet but they're finished and being playtested for the next beta).

So... soon I say, very soon. I'll probably go back over what code I have done and rip it apart, do it better. There's a few talents I know I could do better now that I've taken a break from it.

Then it's just a matter of getting the rest of the trees coded and prodding Darkgod to help me with the stuff that's beyond my ability. But I imagine once it's that close to being finished he'll be a lot more motivated to help out.

So... One more Anorithil test run. Let's see how long Calvin the hobbit moon priest lives and then get back to working on Chronomancy ;)

New te4.org site is up and running!

The new version of the Tales of Maj'Eyal and T-Engine4 website is now up and running.
This version merges all three old sites (blog.te4.org, tome.te4.org and te4.org) into one, with many additional features.

What will you find there?
  • News, downloads, documentation as on the old sites
  • A list of the last 10 currently playing players
  • A detailed user profile for every people with an online profile that lists unlocks, achievements, deaths, ...
  • A global game statistic page that aggregates all those datas into fun stats
  • Website login are synchronized with online profiles. If you register on the website you can log into the game and the other way around. Note for old accounts: if you have some weird characters in your login it might have been adjusted on the web site, like spaces replaced with _

In the future there will be even more stats, and obviously support for module uploads and module stats.

Have fun!

T-Engine4 / ToME4 beta15 unleashed!

As promised here comes T-Engine4 and ToME4 beta15 !

See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

Yes, beta15 comes out very quickly. It is mostly a bug-fix release but there is one real improvement that I wanted to share with you all: Saving speed has been greatly improved. People that had really terrible saving speeds of over two minutes for simple zones are now down to a few seconds.

Release highlights:

  • Greatly improved saving time
  • New game option to disabled background saving, this blocks the game while saving but improves save speed

Expanded changelist:

  • Rewrote the data serializer, savefiles should be *much* faster
  • New option to disable background saving
  • Mage apprentice quets will now require only 10 items or an artifact staff/ring/amulet
  • Fixed wands of illumination
  • Fixed character description on the load screen
  • Fix the Dragon Helm
  • Update Tol Falas lore
  • Old forest is now a bit brighter
  • Much new Iron Throne lore
  • Higher now have a life rating instead of a lite rating :)
  • The Crypt of Kryl-Feijan will not pop before level 20
  • Elisa will not end her quets multiple times
  • Can not rush while pinned
  • Bumping encounters on the worldmap triggers them
  • Amulets of Mastery can provide bonuses to any trees
  • Divine/Guardian talents have higher requirements
  • Manasurge Rune now provides a small direct mana inscrease an a % increase of natural mana regen
  • Two new world artifacts

Have fun!

Changing setting: the Tales of Maj'Eyal

Hello!

Well it seems I was a bit too happy to release beta14 and did not bother explaining the settings change as it was discussed in length in the forums.

I had two problems with the Middle-earth setting:

  • ME is a really nice world, hats off to the professor, but it is not a good setting to have a high-magic game in. Mages casting fireballs and teleporting around really feel dumb there. Plus all the other stuff I added.
  • The fear of the C&D letter. I already got bitten once with Pern, this will not happen again. Even though the Tolkien estate is much nicer than McCaffrey's cronies it has been known to shut down large game mods based on ME. This trend can only go up with the incoming The Hobbit film.

So we are off to a new world: Eyal, and it's main continent (well main to those living there): Maj'Eyal.

What is Eyal:

  • A high-fantasy setting, magic exists and is in use. Although during the world's history there was an .. accident .. with magic that made people afraid of it, so mages are not very well liked.
  • A world with a whole history, detailing all the important people, places, events, ... for multiple ages.
  • A cohesive world, not just a mix of nice sounding words, places have histories, players can find bits of history here and there that make the world feel more real
  • A world where I can expand all my ideas without feeling dirty about changing Tolkien's baby in ways he did not intend. Take it as a token of respect toawrd him.

So yes this will probably to some adaptation from old time players, but I am convinced this is for the best.

Now, go explore Eyal!

T-Engine4 / ToME4 beta14 unleashed!

As promised here comes T-Engine4 and ToME4 beta14 !

See http://tome.te4.org/ http://te4.org/ http://blog.te4.org/

This is a very big release, introducing many changes, some very big the removal of consumables (do not freak out, there is a replacement, hopefully more fun and balanced than chain-chugging potions) or the change of game setting.

WARNING: Please remove your quickbirth data/do not use quickbirth to recreate characters when upgrading

This is also a very special release for me because the first line of code was commited one year ago, the 17th november. So this is the one year's release!

What a long way it has come since then, thanks to you all my good players!

Release highlights:

  • Changed game setting from middle earth to the custom world of Eyal, with full history and lore to support it
  • New unlockable campaign: the Infinite Dugeon
  • New classes: Geomancers and Corruptors
  • Multiple new zones
  • Easier and more fun identification system
  • Removed consumables(scrolls and potions) and replaced with an inscription system. You can put infusions/runes on your skin that grant a permanent skill
  • Added random artifacts
  • More randomness in boss drops
  • Much balancing and fixes

Expanded changelist:

  • Activated fog of war on the world map
  • New Game dialog will autoselect the first game
  • Allow dwarven females to be played
  • Setting changed to the custom world of Eyal. Main continent is Maj'Eyal
  • Added random patrols and hostiles moving around the world map
  • Scrolls, wands and spells of identification are gone (do not cry this, with the other changes, makes things much less boring)
  • There is a shop in town that can identify stuff for you
  • New quest: to get the orb of scrying
  • Added many new room shapes
  • The game should slow down a bit less while saving
  • Saving will now display a progress bar
  • Reworked Divination spells, there are now: Keen Senses, Arcane Eye, Vision and Premonition
  • Added much much lore
  • Flameshock has got a cooldown again, oups!
  • Both Maj'Eyal and the Far East are on the same worldmap
  • Fix trap of lethargy
  • Quake should not work on vaults
  • Saving the game while running/resting will not crash the game/savefile
  • Allow the Static generator to read table of tables instead of table of strings
  • Changed experience level charts
  • Meditation can not fail due to equilibrium
  • Most bosses that drop an artifact now have only a chance of dropping theirs, if they do not they will drop a random one and theirs will be added to the random pool
  • Boss artifacts can be found before the boss is killed, the boss will cheat and use it for combat but will drop something else
  • Gwai's Burninator got a fitting description
  • Many zones can now scale a bit more in levels to prevent player overgrowing them too much
  • Normal monsters give much less experience now, bosses give hugely more experience
  • Creatures stop giving experience if they are 7 levels below you instead of 3
  • Added wands of conjuration
  • All wands now have a spell inside
  • Many new world artifacts
  • Reduced Bill damage output
  • Reduced power of the Shade
  • Added random artifacts
  • Prevent an infinite loop under some rare conditions with thunderstorm on a NPC
  • Fix Throw Bomb special effects
  • Alchemist Protection protects against side effects at level 5
  • Rogue traps duration is now based on trap mastery
  • Fix mouse over on the hotkeys when an object is not present
  • Fix resting/running while waiting for recall
  • When Equilibrium is below the current willpower score talents will never fail.
  • NPCs Summon talent is now subject to equilibrium failures and each time it is used its cooldown will increase
  • Creatures that split on damage will have reduced split chance with each split
  • Meditation now dazes the player, if he is hit it will stop. Each turn some equilibrium is regenerated and a big chunck if the effect ends without disruption
  • Fixed Hurricane
  • Fix Channel Staff with the staff of absorption
  • New effect for Blastwave
  • Flame now beams at level 5, watch the pretty colors!
  • Removed the spider quest from the east, replaced with a new one upon arrival
  • Urkis drops an artifact in addition to the rod
  • Adjusted some spell costs
  • Skeletons can not bleed
  • Improved Angolwen design
  • Mana Clash absorbs more mana
  • New town: Zigur, the home of the Ziguranth, who oppose magic. Not available to magic wielders
  • Antimagic quest can now be taken from Zigur.
  • The Map class can now be configured for a specific search order for checkAllEntities. Default is now: Actor, Terrain, Projectile, Trap, Objects
  • Melee attacks now work to hit things inside walls like xorns
  • Example modules have their Game:setupDisplayMode() method fixed when loading a save
  • Ardhungol is now a side quest
  • New random encounter in the far east: the shadow crypt
  • New vaults
  • New campaign: the Infinite Dungeon (require unlock). Descend into the infinite dungeon, see how far you can go and die in a blaze of glory!
  • New achievements for going deep in the infinite dungeon
  • Players start with the Orb of Knwoledge when doing the infinite dungeon
  • New world encounter: the ruined dungeon
  • Lightning Speed breaks when drinking potions
  • Added a new rank between elite & boss for creatutes: unique
  • Added new random unique creatures
  • Fixed rod of recall/teleport: angolwen to not make stuff appear on the worldmap
  • New class: Geomancer (mage subclass)
  • Hexes are now balls, except Domination Hex
  • Malicious thieves has arrived in towns, making it unsafe to leave stuff on the ground :)
  • Blighted Ruins (undeads starting zone) is still 8 physical levels deep but NPC level will only increase at 0.5 per level
  • When a boss dies the player gets experience even if he did not kill it directly or through summons
  • Some more lore to be randomly found (well lore .. err .. trollish lore .. err .. kinda .. well trollish stuff!)
  • Random lore scrolls now can actualy be generated! Oups!
  • Zone:checkFilter() can now check "properties" and "not_properties" fields which contains list of fields to be found/not be found on the entity to validate it
  • Added new egos
  • The Awakened Staff of Absorption has been buffed and added lore
  • Staff of absorption has its own tile
  • Bows/Slings can not be used as melee weapons
  • Bows/Slings now have an "infinite" ammo embedded, all ammo found are ego (and rarer obviously)
  • Berserker talent now provides increasing stun & pinning resistance
  • Tidal Wave correctly grows
  • New random encounter on Maj'Eyal: a dark crypt
  • New horror monster
  • Gwelgoroths now have correct lightning atatcks instead of fire attacks (bad copy paste! bad!)
  • Added missing object tiles
  • Added an achievement for killing Ukruk
  • Golem: Pound does not hit the caster when mounted inside the golem
  • Stuns can now be partial, each turn you do not loose the energy of a whole turn, but a variable amount based on your stun resistance
  • Right-click during birth correctly works
  • Implemented "no teleport" objects. They do not prevent you from teleporting, but they do not follow.
  • Cyst Burst will spread diseases further
  • Autodetect fullscreen resolutions
  • More space for price in store dialogs
  • Fix tannen quest
  • Fix Shockwave Bomb
  • Fix mage apprentice quest when not selecting an item
  • Fix lost merchant quest: can not push around things
  • Replaced Forage talent with Flare (since basic ammo is infinite)
  • Added unique graphics to some artifacts
  • Fix dreadmaster disperse magic
  • Prevent Bone Shield from bugging under some werid cirscumstances
  • Aeryn will now explain why the player encountered sun paladins/anorithils in the west, if he did
  • Particle effects now correctly resize in 16x16 mode (if you spot one that does not do tell me)
  • "World" achievements can not be gained as personal achievements (like Reaver, Pyromancer, ...)
  • Seer escorts will not manathrust you in the back
  • Sandworm heart provides benefit to Wyrmics
  • Remove scrolls & potions
  • Add runes & infusions to replace consumables. They are used once to inscribe an infusion(natural) or rune(magical) on your skin, which you can then activate at will. There is a limited number of slots available.
  • Fix critical damage modifier
  • Heithened senses/infravision allows to see as with a light in a 1/4th radius
  • Fix character dump log messages
  • Living races start with Regeneration and Wild infusions; undeads with Shielding and Phase Door runes
  • More high level sandworms
  • New vampire tiles
  • Removed energy usage cost from chants and hymns, also lowered cooldown to 12
  • Light tree is now generic
  • Replaced Second Life with Providence
  • New divine tree Guardian. Requires a shield to use
  • Sun Paladins now can access Light tree at birth
  • Sun Paladins can now access Guardian tree
  • Bathe in Light also improves healing received
  • New zone: Mark of the Spellblaze
  • New quest found inside the mark of the spellblaze
  • New class: Corruptors, a spellcaster brother to reavers
  • Resistances are now capped a 70% for players. Items can increase the cap.
  • Fireflash no longer does a DOT, it is all upfront damage
  • Firing bolts at a wall now hits what is inside the wall.
  • Firing balls at a wall now explodes the ball just before the wall.
  • Weapon brands now affect only the weapon carrying it. Other equipment granting brands work for all weapons.
  • Alchemist's Golem now only levels with the player
  • Talent category points can be used to gain at most two more infusion/rune slots
  • Only two of the same kind of infusion/rune can be inscribed at once
  • Added "Game Options" to the main menu
  • Autosave all the game on zone change is now configurable in the game options.
  • Saving each level individualy is now an option in the game options. This will make sure the game only keeps one level in memory (thus reducing the need for memory) but incur a small save/load on each level changes.
  • Ukruk finally drops something useful. If you can beat him!
  • Rain in the old forest is a bit bluer
  • The endgame loot is more powerful
  • Archmages will not be able to cheese their way through the Charred Scar

Have fun!

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