Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Infinite500 v2.5: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Extra Dungeons 1.3.0In 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: 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. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). 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. Spellsword 1.2.5This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; 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. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Items Vault 1.3.0Donators/Buyers bonus! Wyrmic Willpower Scaling 1.1.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. Conveyance Reward 1.3.0This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Steamtech UI 1.1.4 More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black 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:
Interface::boost 1.2.5This addon fixes several UI issues. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. 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. Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dark Faerie |
Class | Arcanist |
Level / Exp | 15 / 91% |
Size | tiny |
Lifes / Deaths | Killed by Aliewa, the Corrupta Est Nympharum's Clone at level 3 on the 76th Pyre 122nd year of Ascendancy at 21:44 0 / 6Killed by Bethirialrakira the snow cat at level 5 on the 77th Pyre 122nd year of Ascendancy at 14:40 Killed by Liserenne the stone troll at level 7 on the 3rd Mirth 122nd year of Ascendancy at 02:04 Killed by elven tempest at level 12 on the 32nd Dusk 122nd year of Ascendancy at 01:04 Killed by greater gwelgoroth at level 14 on the 47th Dusk 122nd year of Ascendancy at 11:39 Killed by bandit at level 15 on the 55th Dusk 122nd year of Ascendancy at 06:41 |
Primary Stats
Strength | 7 (base 10) |
Dexterity | 13 (base 10) |
Constitution | 18 (base 25) |
Magic | 52 (base 30) |
Willpower | 33 (base 28) |
Cunning | 14 (base 11) |
Resources
Life | -14/140 |
Mana | 244/253 |
Healing Factor | 1.3 |
Regeneration | 27.625 |
Speed
Mental | +116.39824523718% |
Attack | 0% |
Movement | +35% |
Spell | +232.79649047437% |
Global | +90.09009009009% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 1 |
See Stealth | 17.737229219863 |
See Invisible | 37.251978073573 |
Offense: Mainhand
Damage | 25 |
Accuracy | 21 |
Crit Chance | 17% |
APR | 4 |
Speed | 0.46 |
Offense: Spell
Spellpower | 61.413460384987 |
Crit Chance | 31% |
Speed | 0.300483937969 |
Offense: Mind
Mindpower | 24.35 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | +92% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 28.225 |
Ranged Defense | 28.225 |
Fatigue | 0 |
Physical Save | 30.9625 |
Spell Save | 42.975 |
Mental Save | 37.8125 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 360 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (30% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / High magic | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Force | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Dark-faerie | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
talent | Keen Senses |
talent | Chant of Fortress |
talent | Arcane Power |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +232% Combat Speed: +116% All Damage: +92% |
detrimental effect | Reduces global action speed by 11%. Slow |
beneficial effect | A flow of life spins around the target, regenerating 20.00 life per turn. Regeneration |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
Your home forest was suddenly overtaken by powerful corruption, and you were forced to flee for your very life. A Corrupted Forest* You managed to escape your corrupted forest, and defeat your fallen guardian... but not another soul was in sight. | done |
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 lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 |
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. | 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. | active |
Equipment
On feet | [vs. Cyreta the Chargepain (0 def, 1 armour) (On feet)] Cyreta the Chargepain (0 def, 1 armour)Cyreta the Chargepain (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * 30% chance to daze Damage (Melee): 0(-30) item lightning daze Changes resistances: +3%(-) acid Spellpower: +3 (+0 eff.) (-) A pair of boots made of leather. |
Light source | [vs. Guardian's Bell (Light source)] Guardian's BellGuardian's Bell Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +10(-) Mag Changes resistances: +12%(-) blight / +12%(-) darkness Changes resistances cap: +6%(-) blight / +6%(-) darkness Changes damage: +6%(-) blight / +6%(-) darkness Spellpower: +30 (+9 eff.) (-) Light radius: +5 (-) This bell is rumored to have secret powers granted to each race by the great Faerie Queen of old. A small bell, once defended by your, now fallen, guardian. |
On head | [vs. Betubrerin the Magmazeal (1 def, 0 armour) (On head)] Betubrerin the Magmazeal (1 def, 0 armour)Betubrerin the Magmazeal (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +21%(-) cold / +9%(-) fire Changes damage: +10%(-) cold A pointy cloth hat, very wizardly... |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered 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. |
On fingers | [vs. wizard's copper ring of clarity (On fingers, 1 of 2)] wizard's copper ring of claritywizard's copper ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Spell save: +6 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) Confusion immunity: +21% (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. wizard's copper ring of clarity (On fingers, 1 of 2)] Ring of InsightRing of Insight Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2(-1) Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-21%) Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. Tap to cycle through comparison choices |
Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
In main hand | [vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Eclipse (18-21.6 power, 4 apr, arcane element)Eclipse (18-21.6 power, 4 apr, arcane element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +15%(-) lightning / +15%(-) cold / +15%(-) arcane / +15%(-) fire Talents cooldown: Twilight (-1(-) turn) Moonlight Ray (-1(-) turn) Searing Light (-1(-) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.10 (-) N.Energy each turn: +0.10 (-) Spellpower: +12 (+3 eff.) (-) Spell crit. chance: +8% (-) This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
On hands | [vs. restful rough leather gloves (0 def, 1 armour) (On hands)] restful rough leather gloves (0 def, 1 armour)restful rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Life regen: +1.00 (-) Stamina each turn: +0.60 (-) Maximum stamina: +11.00 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)] Silk Current (12 def, 0 armour)Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.10(-) Spell / Water Spellpower: +4 (+1 eff.) (-) Movement speed: +15% (-) This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | [vs. linen cloak 'Magmaripper' (1 def, 0 armour) (Cloak)] linen cloak 'Magmaripper' (1 def, 0 armour)linen cloak 'Magmaripper' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Wil / +2(-) Mag Changes resistances penetration: +10%(-) blight / +5%(-) fire Changes damage: +3%(-) blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
[vs. wizard's copper ring of clarity (On fingers, 1 of 2)] copper ring of light (+20%)copper ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag Changes resistances: +20% light Changes damage: +10% light Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-21%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] Kor's Fall (10-12 power, 0 apr, physical element)Kor's Fall (10-12 power, 0 apr, physical element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -9.6) Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-4) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% acid / +10% darkness / +0%(-15%) cold / +10% blight / +10%(-5%) fire / +0%(-15%) arcane / +0%(-15%) lightning Talent mastery: +0.10 Corruption / Bone Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +7 (+2 eff.) (-5 (-1 eff.)) Spell crit. chance: +8% (-) See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 251.67 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] elm magestaff of illumination (10-12 power, 2 apr, arcane element)elm magestaff of illumination (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -9.6) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Defense: +6 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +0%(-15%) lightning / +0%(-15%) cold / +10%(-5%) arcane / +0%(-15%) fire Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +3 (+1 eff.) (-9 (-2 eff.)) Spell crit. chance: +1% (-7%) Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 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 217.93 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. Eclipse (18-21.6 power, 4 apr, arcane element) (In main hand)] elm vilestaff (10-12 power, 2 apr, acid element)elm vilestaff (10-12 power, 2 apr, acid element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-8.0 - -9.6) Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +10% acid / +0%(-15%) fire / +0%(-15%) cold / +0%(-15%) arcane / +0%(-15%) lightning Talents cooldown: Twilight ((+0(+1) turn) Moonlight Ray ((+0(+1) turn) Searing Light ((+0(+1) turn) Talents granted: +1.00(-) Command Staff P.Energy each turn: +0.00 (-0.10) N.Energy each turn: +0.00 (-0.10) Spellpower: +3 (+1 eff.) (-9 (-2 eff.)) Spell crit. chance: +1% (-7%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Silk Current (12 def, 0 armour) (Main armor)] linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-12 (-6 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent mastery: +0.00(-0.10) Spell / Water Spellpower: +0 (+0 eff.) (-4 (-1 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Girdle of the Calm Waters (Around waist)] insulating rough leather beltinsulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +6%(-14%) cold / +0%(-20%) nature / +6% fire Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] insulating rough leather belt of carryinginsulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +6%(-14%) cold / +0%(-20%) nature / +6% fire Maximum encumbrance: +24 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. linen cloak 'Magmaripper' (1 def, 0 armour) (Cloak)] linen cloak of the voidstalker (1 def, 0 armour)linen cloak of the voidstalker (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-2) Wil / +0(-2) Mag Changes resistances: +10% darkness / +10% temporal Changes resistances penetration: +0%(-10%) blight / +0%(-5%) fire Changes damage: +0%(-3%) blight Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cyreta the Chargepain (0 def, 1 armour) (On feet)] traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -3% (-4%) Damage (Melee): 0(-30) item lightning daze Changes resistances: +0%(-3%) acid Maximum encumbrance: +20 Physical save: +5 (+2 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 Spellpower: +0 (+0 eff.) (-3 (+0 eff.)) A pair of boots made of leather. |
[vs. restful rough leather gloves (0 def, 1 armour) (On hands)] cinder rough leather gloves (0 def, 1 armour)cinder rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Damage (Melee): 6 fire Changes resistances: +5% fire Changes damage: +4% fire Life regen: +0.00 (-1.00) Stamina each turn: +0.00 (-0.60) Maximum stamina: +0.00 (-11.00) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Betubrerin the Magmazeal (1 def, 0 armour) (On head)] linen wizard hat of the mind (+11%) (1 def, 0 armour)linen wizard hat of the mind (+11%) (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances: +0%(-9%) fire / +11% mind / +0%(-21%) cold Changes damage: +11% mind / +0%(-10%) cold A pointy cloth hat, very wizardly... |
[vs. Guardian's Bell (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-10) Mag Changes resistances: +0%(-12%) blight / +0%(-12%) darkness Changes resistances cap: +0%(-6%) blight / +0%(-6%) darkness Changes damage: +0%(-6%) blight / +0%(-6%) darkness Spellpower: +0 (+0 eff.) (-30 (-9 eff.)) Light radius: +2 (-3) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Prox's Lucky Halfling Foot (Tool)] woodsman's iron pickaxe (dig speed 35 turns)woodsman's iron pickaxe (dig speed 35 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +1 Str / +0(-5) Lck Changes resistances: +10% nature Changes damage: +6% nature Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)] Imp ClawImp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 339.40 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 (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. |
[vs. Prox's Lucky Halfling Foot (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+3 eff.) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-5) Lck / +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Trap disarming bonus: +0 (-5) Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 78 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
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 Zamelala the Dark Faerie Arcanist level 10
5th Mirth 122nd year of Ascendancy at 23:21 see stats
By Zamelala the Dark Faerie Arcanist level 11
25th Dusk 122nd year of Ascendancy at 00:38 see stats
By Zamelala the Dark Faerie Arcanist level 15
51st Dusk 122nd year of Ascendancy at 07:40 see stats
Log
Thief activates Stealth.
Rogue activates Stealth.
Rogue activates Stealth.
Bandit lord activates Stealth.
Bandit lord activates Total Thuggery.
Bandit lord deactivates Stealth.
But the chest was guarded!
Zamelala casts Manathrust.
Zamelala's spell attains critical power!
Something misses Zamelala.
Something performs a melee critical strike against Zamelala!
Zamelala slows down.
Bandit lord performs a melee critical strike against Zamelala!
Zamelala's magic has been purged!
Zamelala hits Bandit lord for 11 light, 18 cold, 13 light, 20 cold (63 total damage).
Zamelala hits Rogue for 381 arcane damage.
Zamelala hits Cutpurse for 381 arcane damage.
Zamelala hits Something for 10 light, 16 cold (27 total damage).
Bandit lord hits Zamelala for 41 physical, 10 physical, 4 nature (57 total damage).
Something hits Zamelala for 34 physical, (slow 11%) (35 total damage).
Zamelala killed Rogue!
Zamelala killed Cutpurse!
Zamelala uses Infusion: Regeneration.
Zamelala starts regenerating health quickly.
Zamelala's Clone casts Disperse Magic.
Cutpurse misses Zamelala.
Zamelala hits Cutpurse for 13 light, 21 cold (35 total damage).
Cutpurse hits Zamelala for 13 physical, 6 light (20 total damage).
Saving game...