Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Reaver Tweaks 1.2.4 Adventurous Arcane Combat 1.3.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. No more creaky door 1.2.5Got rid of the most anoying door creaks. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. PsiOoze 1.2.3Adds a new wilder class with the abilities of a oozemancer and mindslayer. More focused on defense. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. 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: Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Faster Hero Levelup 1.0.0Faster adventurer’s adapted to work with the hero addon class. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.3.0Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Adventurer Plus Addon 1.1.6Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Wretched Talent Tree 1.3.0Adds the Wretched talent tree for Defilers, allowing them to deal acid damage. Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent. Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Gifted |
Class | Warrior Hero |
Level / Exp | 24 / 7% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 66 (base 51) |
Dexterity | 64 (base 51) |
Constitution | 90.276238157758 (base 51) |
Magic | 63 (base 51) |
Willpower | 65 (base 51) |
Cunning | 77 (base 51) |
Resources
Mana | 152/152 |
Negative | 434/434 |
Life | 6155/6155 |
Souls | 19/19 |
Paradox | 300 |
Hate | 70/70 |
Psi | 350/350 |
Vim | 507/507 |
Equilibrium | 25 |
Positive | 384/384 |
Stamina | 502/502 |
Psi_feedback | 0/345 |
Healing Factor | 1.34 |
Regeneration | 99.06439353423 |
Speed
Mental | +217.25538820686% |
Attack | +212.65152623333% |
Movement | +198.95831458518% |
Spell | +214.60386197353% |
Global | +274.74307170991% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 29.683684043535 |
See Invisible | 60.045152277828 |
Offense: Mainhand
Damage | 121 |
Accuracy | 94 |
Crit Chance | 117% |
APR | 100 |
Speed | 0.32 |
Offense: Offhand
Damage | 82 |
Accuracy | 94 |
Crit Chance | 117% |
APR | 99 |
Speed | 0.32 |
Offense: Spell
Spellpower | 85.042703381474 |
Crit Chance | 100% |
Speed | 0.31786005223424 |
Cooldown Reduction | 44.85 |
Offense: Mind
Mindpower | 68.825 |
Crit Chance | 36% |
Speed | 0.31984491233659 |
Defense: Base
Armour (hardiness) | 231.42450442668 (100%) |
Defense | 86.422649918208 |
Ranged Defense | 86.422649918208 |
Fatigue | 0 |
Physical Save | 124.15795565144 |
Spell Save | 139.47885039295 |
Mental Save | 125.60742182152 |
Defense: Resistances
All | + 91%( 99%) |
Defense: Immunities
Teleport Resistance | 10% |
Stun Resistance | 100% |
Bleed Resistance | 68% |
Confusion Resistance | 58% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Poison Resistance | 23% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 7 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 468 damage for 4 turns. Its effects scale with your Constitution stat. |
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 514 damage for 7 turns. Its effects scale with your Constitution stat. |
Class Talents
Spell / Nightfall | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Absorption | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Hounds | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Reaper | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Shadow magic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.40 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.40 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Reaving combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Fire | 1.40 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Spell / Wildfire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Advanced necrotic minions | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Necrotic minions | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Animus | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Mana alchemy | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Corruption / Oppression | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mage warden | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood spear | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood magic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Wild-gift / Eyals-embrace | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Energy | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Force | 1.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Celestial / Light | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Dreaming | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Keen Senses |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Inner Power |
talent | Weapon of Light |
talent | Shielding |
talent | Arcane Feed |
talent | Wild Growth |
talent | Energy Decomposition |
talent | Chant of Resistance |
talent | Precise Strikes |
talent | Abyssal Shield |
talent | Hymn of Perseverance |
talent | Horrifying Blows |
talent | Gloom |
talent | Spellcraft |
talent | Kinetic Shield |
talent | Second Life |
talent | Blurred Mortality |
talent | Fiery Hands |
talent | River of Souls |
talent | Lucid Dreamer |
talent | Skate |
talent | Suppress Magic |
talent | Daunting Presence |
talent | Temporal Hounds |
talent | Death Vortex |
talent | Forge Shield |
talent | Searing Sight |
talent | Shock Hands |
talent | Ember Scales |
talent | Icy Skin |
talent | Necrotic Aura |
talent | Will o' the Wisp |
talent | Shadow Feed |
talent | Animus Hoarder |
talent | Blood Vengeance |
talent | Thermal Shield |
talent | Overkill |
talent | Shielding |
talent | Call Shadows |
talent | Weapon of Wrath |
talent | Willful Tormenter |
talent | Corona |
talent | Bleak Outcome |
talent | Essence of Speed |
talent | Dreamforge |
talent | Shadow Decoy |
talent | Lacerating Strikes |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Equipment
Psionic focus | ash vilestaff 'Radhublek' (24-28.8 power, 3 apr, physical damage) ash vilestaff 'Radhublek' (24-28.8 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 24.0 - 28.8 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 blight / +7 physical When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Armour: +3 Armour Hardiness: +3% Damage when hit (Melee): 8 blight / 4 temporal Changes damage: +15% darkness Talent granted: +1 Command Staff Physical save: +3 (+0 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
On hands | Vitriolic Punch (4 def, 2 armour) Vitriolic Punch (4 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Damage (Melee): 10 acid Changes resistances: +10% acid / +10% nature / +10% lightning Changes damage: +10% acid / +10% nature / +10% lightning Foul smelling gauntlets made from hardened hydra leather. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Light radius: +5 See stealth: +6 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | pair of iron boots of evasion (11 def, 3 armour) pair of iron boots of evasion (11 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+3 eff.) Fatigue: +2% It can be used to activate talent Evasion, placing all other charms into a 16 cooldown : Effective talent level: 2.8 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 27 defense for 12 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Salonn the Dazzlewaker [power 29] (12 cooldown) Salonn the Dazzlewaker [power 29] (12 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind / 4 light Changes resistances penetration: +10% mind Changes damage: +6% mind It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | Gloreth GlorethInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +2 Cun Changes resistances: +12% blight / +20% nature / +3% light Poison immunity: +23% Disease immunity: +24% Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 2.4 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. |
On fingers | Hyrach the steel ring Hyrach the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +5 Str / +5 Con Changes resistances: +24% lightning Changes resistances penetration: +10% blight Changes damage: +12% lightning / +3% mind Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
Around neck | Ce'Nuta Ce'NutaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -9% Damage when hit (Melee): 12 mind Changes stats: +3 Dex / +4 Cun / +3 Con Changes resistances: +13% fire / +12% cold Changes resistances penetration: +5% mind Changes damage: +6% mind Life regen: +1.40 Stamina each turn: +0.40 Movement speed: +10% Amulets can have magical properties. |
In main hand | Radhichik the Gorevile (20-24 power, 4 apr, physical damage) Radhichik the Gorevile (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Defense: +5 (+1 eff.) Effects on melee hit: * 6% chance to blind Damage when hit (Melee): 8 nature Changes resistances penetration: +10% nature Changes damage: +20% darkness / +6% lightning Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.2 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 150.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
Around waist | rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | ash vilestaff 'Glutha' (15-18 power, 3 apr, physical damage) ash vilestaff 'Glutha' (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Armour: +4 Armour Hardiness: +4% Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Teleport immunity: +10% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 32 power out of 60/60) : Effective talent level: 1.4 Power cost: 32 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 8 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 234.23 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Arolaith the ash magestaff (15-18 power, 3 apr, physical damage) Arolaith the ash magestaff (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +6.0% Defense: +6 (+2 eff.) Effects on melee hit: * 7% chance to blind Changes stats: +1 Str Changes damage: +9% physical / +15% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.2 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 150.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
Galahad (22-26.4 power, 3 apr, physical damage) Galahad (22-26.4 power, 3 apr, physical damage)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 22.0 - 26.4 Uses stat: 100% Mag Damage type: Physical Mastery: Blood Spear Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 10 arcane resource burn Damage (Melee): +7 physical When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +22.0% Changes resistances: +6% acid Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)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. |
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 Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 106 power out of 394/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Achievements
By Sir Spankerton the Gifted Warrior Hero level 24
9th Mirth 122nd year of Ascendancy at 13:26 see stats
By Sir Spankerton the Gifted Warrior Hero level 9
76th Pyre 122nd year of Ascendancy at 14:02 see stats
By Sir Spankerton the Gifted Warrior Hero level 10
78th Pyre 122nd year of Ascendancy at 07:44 see stats
By Sir Spankerton the Gifted Warrior Hero level 20
3rd Mirth 122nd year of Ascendancy at 01:06 see stats
By Sir Spankerton the Gifted Warrior Hero level 20
3rd Mirth 122nd year of Ascendancy at 01:18 see stats
By Sir Spankerton the Gifted Warrior Hero level 14
78th Pyre 122nd year of Ascendancy at 22:07 see stats
By Sir Spankerton the Gifted Warrior Hero level 9
77th Pyre 122nd year of Ascendancy at 12:13 see stats
By Sir Spankerton the Gifted Warrior Hero level 24
7th Flare 122nd year of Ascendancy at 22:57 see stats
By Sir Spankerton the Gifted Warrior Hero level 4
75th Pyre 122nd year of Ascendancy at 09:29 see stats
By Sir Spankerton the Gifted Warrior Hero level 2
74th Pyre 122nd year of Ascendancy at 14:32 see stats
Log
Sir Spankerton deactivates Arcane Feed.
Sir Spankerton deactivates Second Life.
Sir Spankerton deactivates Gloom.
Sir Spankerton deactivates Forge Shield.
Sir Spankerton deactivates Shielding.
Sir Spankerton deactivates Arcane Combat.
Sir Spankerton deactivates Corona.
Sir Spankerton deactivates Shadow Decoy.
Sir Spankerton deactivates Dreamforge.
Sir Spankerton deactivates Suppress Magic.
Sir Spankerton deactivates Temporal Hounds.
Sir Spankerton deactivates Shielding.
Sir Spankerton deactivates Arcane Shield.
Sir Spankerton deactivates Keen Senses.
Sir Spankerton deactivates Death Vortex.
The necrotic vortex surrounding Sir Spankerton dissipates.
Sir Spankerton deactivates Blurred Mortality.
Sir Spankerton deactivates Thermal Shield.
Sir Spankerton deactivates Lacerating Strikes.
Sir Spankerton deactivates Shock Hands.
Sir Spankerton deactivates Shadow Feed.
Sir Spankerton deactivates Bleak Outcome.
Sir Spankerton deactivates Energy Decomposition.
Sir Spankerton deactivates Inner Power.
Sir Spankerton deactivates Kinetic Shield.
Sir Spankerton deactivates Weapon Folding.
Sir Spankerton deactivates Ember Scales.
Sir Spankerton deactivates Weapon of Wrath.
Sir Spankerton deactivates Call Shadows.
Sir Spankerton deactivates Willful Tormenter.