Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 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. Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. Exponential Leveling 1.4.8Exponential 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
Ashes of Urh'Rok 1.4.0Official 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Items Vault 1.4.8Donators/Buyers bonus! Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.5Quality 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. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. |
Campaign | Maj'Eyal |
Mode | Insane Exploration |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 21 / 72% |
Size | medium |
Lifes / Deaths | Killed by orc soldier at level 2 on the 16th Voratun 122nd year of Ascendancy at 11:12 / 47Killed by orc warrior at level 2 on the 16th Voratun 122nd year of Ascendancy at 11:28 Killed by Voryldakira the drem at level 5 on the 19th Voratun 122nd year of Ascendancy at 19:56 Killed by Lisywyn the grannor'vor at level 5 on the 20th Voratun 122nd year of Ascendancy at 01:06 Killed by Bethona the drem at level 6 on the 20th Voratun 122nd year of Ascendancy at 12:06 Killed by Emelibeth the brecklorn at level 6 on the 20th Voratun 122nd year of Ascendancy at 13:35 Killed by Emelibeth the brecklorn at level 6 on the 20th Voratun 122nd year of Ascendancy at 15:23 Killed by Bethona the drem at level 6 on the 20th Voratun 122nd year of Ascendancy at 16:49 Killed by Bethona the drem at level 6 on the 20th Voratun 122nd year of Ascendancy at 18:30 Killed by Bethona the drem at level 6 on the 20th Voratun 122nd year of Ascendancy at 20:19 Killed by Bethona the drem at level 6 on the 20th Voratun 122nd year of Ascendancy at 22:19 Killed by Bethona the drem at level 6 on the 21st Voratun 122nd year of Ascendancy at 00:08 Killed by Gidhewe the grannor'vor at level 6 on the 21st Voratun 122nd year of Ascendancy at 07:21 Killed by Emyra the brecklorn at level 7 on the 21st Voratun 122nd year of Ascendancy at 21:56 Killed by Ce'Nosena the drem at level 7 on the 22nd Voratun 122nd year of Ascendancy at 11:37 Killed by Ce'Nosena the drem at level 7 on the 22nd Voratun 122nd year of Ascendancy at 13:35 Killed by Isluthra the deformed cave bear at level 8 on the 3rd Profit 122nd year of Ascendancy at 13:04 Killed by shadow at level 9 on the 4th Profit 122nd year of Ascendancy at 13:20 Killed by shadow at level 9 on the 4th Profit 122nd year of Ascendancy at 16:03 Killed by ritch flamespitter at level 10 on the 7th Profit 122nd year of Ascendancy at 04:13 Killed by greater shivgoroth at level 10 on the 7th Profit 122nd year of Ascendancy at 06:26 Killed by Zuburetha the blue crystal at level 14 on the 25th Profit 122nd year of Ascendancy at 20:45 Killed by Ileliria the halfling at level 14 on the 29th Profit 122nd year of Ascendancy at 06:59 Killed by Ileliria the halfling at level 14 on the 29th Profit 122nd year of Ascendancy at 10:59 Killed by ritch flamespitter at level 14 on the 29th Profit 122nd year of Ascendancy at 13:02 Killed by ritch flamespitter at level 14 on the 29th Profit 122nd year of Ascendancy at 14:31 Killed by Ondrumri the dwarf at level 14 on the 29th Profit 122nd year of Ascendancy at 15:45 Killed by Xerisethra the shadow stalker at level 14 on the 34th Profit 122nd year of Ascendancy at 16:54 Killed by Yvyreth the shadow stalker at level 14 on the 34th Profit 122nd year of Ascendancy at 23:47 Killed by Yvisethra the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 00:13 Killed by Saluwe the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 01:21 Killed by Eleravena the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 01:41 Killed by Eleravena the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 03:21 Killed by Eleravena the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 04:30 Killed by Eleravena the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 05:22 Killed by Eleravena the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 07:06 Killed by Eleravena the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 08:46 Killed by Arowyn the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 10:24 Killed by Eleravena the shadow claw at level 14 on the 35th Profit 122nd year of Ascendancy at 12:06 Killed by Yvyreth the shadow stalker at level 15 on the 35th Profit 122nd year of Ascendancy at 15:11 Killed by armoured skeleton warrior at level 15 on the 35th Profit 122nd year of Ascendancy at 16:57 Killed by Yvoyath the shadow claw at level 15 on the 35th Profit 122nd year of Ascendancy at 22:55 Killed by Eilinovea the shadow stalker at level 15 on the 36th Profit 122nd year of Ascendancy at 02:40 Killed by Emelobrewe the shadow claw at level 15 on the 36th Profit 122nd year of Ascendancy at 15:07 Killed by Gawen the corrupted war dog at level 15 on the 36th Profit 122nd year of Ascendancy at 17:38 Killed by Ivamina the shadow claw at level 15 on the 36th Profit 122nd year of Ascendancy at 22:09 Killed by Urkis, the High Tempest at level 19 on the 41st Profit 122nd year of Ascendancy at 21:12 |
Primary Stats
Strength | 79 (base 48) |
Dexterity | 63 (base 49) |
Constitution | 63 (base 50) |
Magic | 57 (base 50) |
Willpower | 79 (base 50) |
Cunning | 32 (base 18) |
Resources
Life | 1100/1246 |
Hate | 100/100 |
Healing Factor | 1 |
Regeneration | 3.57 |
Speed
Mental | +15.4% |
Attack | +15.4% |
Movement | +86.999999999999% |
Spell | +15.4% |
Global | +112.7% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 4 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 129 |
Accuracy | 62 |
Crit Chance | 29% |
APR | 16 |
Speed | 0.87 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 23% |
Speed | 0.86655112651647 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 23% |
Speed | 0.86655112651647 |
Offense: Damage Bonus
All | +25% |
Defense: Base
Armour (hardiness) | 44.259942337563 (93.924050632911%) |
Defense | 35 |
Ranged Defense | 36 |
Fatigue | 27 |
Physical Save | 50 |
Spell Save | 56 |
Mental Save | 47 |
Defense: Resistances
All | + 30%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 48% |
Fear Resistance | 55% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (3/3)
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 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 24 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 291 damage for 4 turns. Its effects scale with your Constitution stat. |
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 218 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Cleave |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -1 Luck, +5 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. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 25%. Strength and Willpower are increased by 12. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 26%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 26%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | The target has been splashed with acid, taking 2.57 acid damage per turn, reducing armour by 7 and attack by 6. Acid Splash |
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 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Heart of the Gloom. Escort: lost anorithil (level 1 of Heart of the Gloom)As a reward you gained talent category Technique / Field control (at mastery 0.80). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 have explored the Maze and vanquished the Minotaur. * 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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed snow giant kidney. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xaneleba (Nightmares) (0 def, 10 armour) Xaneleba (Nightmares) (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +6 (+1 eff.) Armour: +10 Fatigue: +3% Changes stats: +2 Dex / +4 Mag / +2 Wil Life regen: +0.80 Mana each turn: +0.28 Maximum mana: +26.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +1% Infravision radius: +1 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Urthyhell the alchemist's lamp Urthyhell the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 13 fire / 4 physical Changes stats: +1 Str / +2 Dex Changes resistances: +7% fire Maximum encumbrance: +30 Only die when reaching: -60.00 life Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Khelachik (Corpses) (0 def, 4 armour) Khelachik (Corpses) (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Str / +2 Dex / +3 Con Maximum life: +20.00 Maximum stamina: +5.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Erimarak the Breezewalker (dig speed 14 turns) Erimarak the Breezewalker (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag Changes damage: +3% nature Reduces incoming crit damage: 10.00% Maximum life: +24.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | solipsist's gold ring of pilfering (Misfortune) solipsist's gold ring of pilfering (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
On fingers | marksman's steel ring of lightning (+20%) (Shrouds) marksman's steel ring of lightning (+20%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Curse of Shrouds Rings can have magical properties. |
Around waist | noble's rough leather belt of burglary (Nightmares) noble's rough leather belt of burglary (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Reduced damage from: +16% Summoned Trap disarming bonus: +6 Stealth bonus: +6 Infravision radius: +3 Curse of Nightmares A belt that goes around your waist. |
In main hand | Mayilratta the Pitchtide (Misfortune) (43-60.2 power, 6 apr) Mayilratta the Pitchtide (Misfortune) (43-60.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +15 mind / +13 temporal / +12 nature / +12 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 darkness Curse of Misfortune It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. One-handed war axes. |
On hands | iron gauntlets 'Nightspire' (Nightmares) (0 def, 1 armour) iron gauntlets 'Nightspire' (Nightmares) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 light Changes resistances: +5% light Changes resistances penetration: +10% mind Changes damage: +3% light / +3% darkness Heals friendly targets nearby when you use a nature summon: +10 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | dwarven-steel plate armour 'Zanunik' (Madness) (5 def, 11 armour) dwarven-steel plate armour 'Zanunik' (Madness) (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 13 physical Changes stats: +6 Str / +2 Wil Changes resistances: +8% physical / +7% arcane / +11% darkness Grants telepathy: Demon/Minor Demon/Major Spell save: +16 (+5 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.08 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% Light radius: +1 Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | Xanawe (Corpses) (10 def, 5 armour) Xanawe (Corpses) (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +5 Defense: +10 (+5 eff.) Fatigue: -4% Changes resistances penetration: +5% blight Critical mult.: +15.00% Physical save: +16 (+6 eff.) Spell save: +21 (+6 eff.) Mental save: +17 (+6 eff.) Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spell crit. chance: +1% Damage Shield penetration: +10% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 264 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
This item will automatically be transmogrified when you leave the level. acidic steel longsword of paradox (Nightmares) (14.5-20.3 power, 3 apr)acidic steel longsword of paradox (Nightmares) (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +10 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +7% temporal Curse of Nightmares Sharp, long, and deadly. |
River's Fury (Madness) (23-32.2 power, 8 apr) River's Fury (Madness) (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Madness It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.10 cold damage and 20.93 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. regal cashmere cloak of protection (Corpses) (2 def, 0 armour)regal cashmere cloak of protection (Corpses) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Spell save: +7 (+3 eff.) Mental save: +13 (+4 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour) Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. Curse of Shrouds It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Bethera (Corpses) (5 def, 18 armour) Bethera (Corpses) (5 def, 18 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Physical power: +2 (+0 eff.) Armour: +18 Defense: +5 (+2 eff.) Fatigue: +24% Changes stats: +4 Cun / +5 Wil Changes resistances: +19% acid Mental save: +15 (+5 eff.) Healing mod.: +15% Curse of Corpses A suit of armour made of metal plates. |
Thalore-Wood Cuirass (Madness) (4 def, 12 armour) Thalore-Wood Cuirass (Madness) (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Madness Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Fire Dragon Shield (Nightmares) (16 def, 9 armour, 220 block) Fire Dragon Shield (Nightmares) (16 def, 9 armour, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +16 (+7 eff.) Ranged Defense: +15 (+6 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block Curse of Nightmares This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
3 agate 3 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. |
96 alchemist agate 96 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
garnet 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. 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. |
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. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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. |
Achievements
By DC the Dwarf Cursed level 19
41st Profit 122nd year of Ascendancy at 21:01 see stats
By DC the Dwarf Cursed level 10
4th Profit 122nd year of Ascendancy at 16:22 see stats
By DC the Dwarf Cursed level 20
42nd Profit 122nd year of Ascendancy at 11:01 see stats
By DC the Dwarf Cursed level 21
6th Wealth 122nd year of Ascendancy at 05:01 see stats
By DC the Dwarf Cursed level 5
19th Voratun 122nd year of Ascendancy at 13:15 see stats
By DC the Dwarf Cursed level 12
14th Profit 122nd year of Ascendancy at 08:35 see stats
By DC the Dwarf Cursed level 19
41st Profit 122nd year of Ascendancy at 04:49 see stats
By DC the Dwarf Cursed level 16
37th Profit 122nd year of Ascendancy at 20:50 see stats
Log
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits DC for 36 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
DC picks up (a.): acidic steel longsword of paradox (Nightmares) (14.5-20.3 power, 3 apr).
Acid Splash from Gigantic corrosive tunneler hits DC for 2 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits DC for 45 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Gigantic corrosive tunneler's acid area effect hits DC for 36 acid damage.
Gigantic corrosive tunneler's acid area effect hits Sandworm burrower for 0 acid damage.
Saving done.
Acid Splash from Gigantic corrosive tunneler hits DC for 1 acid damage.
DC deactivates Gloom.
DC activates Gloom.
DC deactivates Cleave.
DC activates Cleave.
DC deactivates Stalk.
DC activates Stalk.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Saving game...
Saving done.
DC deactivates Gloom.
DC is free from the acid.
DC deactivates Cleave.
DC deactivates Stalk.