Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Prowler Class 1.3.3Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Mesmer 1.2.5A magical class based on creating and shattering illusions. 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. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) 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:
Pepper Pack 1.3.1Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. QuickTome: Resource Tweaks 1.3.1 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: QuickTome: Orb of Communication 1.3.1 Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned 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: Square Field of Vision 1.3.1 Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): CON Buff 1.2.5Con gives die_at for undead. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Remove Traps 1.3.1 QuickTome: Zone Overhaul 1.3.1 Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. 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: QuickTome: Arena Skip 1.3.1 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. QuickTome: Melinda Tweaks 1.3.1 Replace Swift Hands 1.3.1 Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. QuickTome: Item Tweaks 1.3.1 Constitution Buffs 1.1.5Constitution now adds the following bonuses per point: 3 Con, 0.25% max health, 0.5% heal mod, 0.5% Stun Immunity, and 1 Max Stamina. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! QuickTome: Sight Overhaul 1.3.1 QuickTome: Improved Recall 1.3.1Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release QuickTome: Event Changes 1.3.1 Crossbows Fork 1.3.3Adds Crossbows and Bolts. Both require Strength to equip. Crossbows use Bow mastery and should work with talents that require a bow. Bolts do less damage than Arrows but have slightly more crit and much higher APR. Bolts have 70% Str 30% Dex modifier. Bolts also have smaller quivers. Crossbows fire slower than Longbows and have an APR accurcy bonus rather tha a crit bonus. Crossbows pick up Longbow egos and Bolts pick up Ammo egos. They will drop from NPCs and be availabe from merchants. Exponential Leveling 1.3.3Exponential 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
Half-Cost Category Mastery 1.3.1 Draconians 1.3.1Adds 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. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. Spellsword 1.3.3This 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. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Midnight 1.3.1Adds 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. 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 QuickTome: Remove Stat Requirements 1.3.1 Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. magebow class v18 1.3.1Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. 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 | Insane Adventure |
Sex | Female |
Race | Draconian |
Class | Brawler |
Level / Exp | 16 / 1% |
Size | medium |
Lifes / Deaths | Killed by giant venus flytrap at level 4 on the 75th Pyre 122nd year of Ascendancy at 14:01 2 / 3Killed by Bill the Stone Troll at level 6 on the 77th Pyre 122nd year of Ascendancy at 00:39 Killed by Xeryldavena the blue crystal at level 10 on the 27th Haze 122nd year of Ascendancy at 08:53 |
Primary Stats
Strength | 70 (base 41) |
Dexterity | 44 (base 41) |
Constitution | 66 (base 41) |
Magic | 17 (base 10) |
Willpower | 33 (base 20) |
Cunning | 41 (base 41) |
Resources
Life | 884/884 |
Stamina | 264/264 |
Healing Factor | 1.28 |
Regeneration | 5.7629106944113 |
Speed
Mental | +6.7% |
Attack | +6.7% |
Movement | +31% |
Spell | +6.7% |
Global | +104.6% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Barehand
Damage | 71 |
Accuracy | 45 |
Crit Chance | 25% |
APR | 10 |
Speed | 0.70 |
Offense: Spell
Spellpower | 17.1875 |
Crit Chance | 18% |
Speed | 0.93720712277413 |
Offense: Mind
Mindpower | 43.75 |
Crit Chance | 18% |
Speed | 0.93720712277413 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 9.95 (30%) |
Defense | 30.425 |
Ranged Defense | 30.425 |
Fatigue | 9 |
Physical Save | 50.2 |
Spell Save | 36.2 |
Mental Save | 43.966666666667 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 38% |
Disarm Resistance | 5% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. Its effects scale with your Constitution stat. |
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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Technique / Pugilism | 1.42 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Draconian | 1.20 |
| 1/5 |
| 3/5 |
Technique / Field control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Striking Stance |
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 met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 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 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. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Marus of Elvala needs your help making an elixir of the savior, which can be used to permanently increase all your saving throws by 4. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge Maze* Travel to the Hedge Maze in the south-west of Elvala. * Escort Raimundus safely through the Hedge Maze. | active |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | Beovor (0 def, 1 armour) Beovor (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes resistances: +6% sound Changes damage: +6% mind Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
Quiver | Hornet Stingers (20/20, 117% power, 10 apr) Hornet Stingers (20/20, 117% power, 10 apr)Requires: Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
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 (+2 eff.) Damage (Melee): 10 acid Changes resistances: +10% acid / +10% nature / +10% lightning Changes damage: +10% acid / +10% nature / +10% lightning When used to modify unarmed attacks: Power: 122% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 133% When this weapon hits: Acid Breath (3% chance level 2). When this weapon hits: Poison Breath (3% chance level 2). When this weapon hits: Lightning Breath (3% chance level 2). Foul smelling gauntlets made from hardened hydra leather. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ash totem of cure ailments 'Adorinne' [power 2] (13 cooldown) ash totem of cure ailments 'Adorinne' [power 2] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Wil Maximum hate: +2.00 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Bleakspawn the steel ring Bleakspawn the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes resistances penetration: +5% blight Changes damage: +3% darkness / +11% fire Critical mult.: +5.00% Mana each turn: +0.08 Rings can have magical properties. |
On fingers | savior's steel ring of frost (+20%) savior's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Physical save: +8 (+3 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+3 eff.) Rings can have magical properties. |
Around neck | Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
Main armor | woollen robe 'Islybeth' (5 def, 0 armour) woollen robe 'Islybeth' (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Str / +3 Dex / +5 Mag / +4 Wil Changes resistances: +7% lightning / +11% physical / +23% cold Changes damage: +8% lightning / +17% physical / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Hurikor the brass lantern Hurikor the brass lanternInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +2 Changes resistances: +3% all Spell save: +6 (+3 eff.) Maximum life: +20.00 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. |
Cloak | linen cloak 'Arthulach' (7 def, 0 armour) linen cloak 'Arthulach' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +3% fire Physical save: +12 (+4 eff.) Disarm immunity: +5% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Morningmalice MorningmaliceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +6% sound Changes resistances penetration: +10% light Changes damage: +3% fire Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) A belt that goes around your waist. |
Inventory
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.) |
steel amulet of magic (+3) steel amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Mag Amulets can have magical properties. |
Searbright the steel ring Searbright the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +2 Wil / +3 Mag Spell save: +9 (+4 eff.) Rings can have magical properties. |
Telekinetic Sledge (150% power, 20 apr) Telekinetic Sledge (150% power, 20 apr)Requires: Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 150% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * knocks the target away Damage Shield penetration (this weapon only): +20% This large steel greatmaul has more inertia than it should have. |
The River's Fury (125% power, 8 apr) The River's Fury (125% power, 8 apr)Requires: Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x 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 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). 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 6.65 cold damage and 6.96 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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. |
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 +0.20 Technique / Flowing path Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Gavena (5 def, 0 armour) Gavena (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Defense: +5 (+3 eff.) Changes resistances: +18% light Changes damage: +12% light Only die when reaching: -40.00 life Maximum stamina: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+5 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 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 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. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused 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. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 93% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 104% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets (0 def, 3 armour) voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
Betiwyn (1 def, 0 armour) Betiwyn (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun Changes resistances: +5% arcane / +3% temporal Physical save: +3 (+1 eff.) Mental save: +7 (+2 eff.) A pointy cloth hat, very wizardly... |
Blazepierce BlazepierceInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning Maximum life: +42.00 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. |
Shadestriker ShadestrikerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances penetration: +5% darkness Maximum life: +41.00 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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
iron pickaxe 'Glimmermight' (dig speed 37 turns) iron pickaxe 'Glimmermight' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 lightning Changes stats: +1 Str Changes resistances: +11% nature / +6% light Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: 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 88.29 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. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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. |
Achievements
By FISTING the Draconian Brawler level 10
27th Haze 122nd year of Ascendancy at 01:04 see stats
By FISTING the Draconian Brawler level 14
64th Haze 122nd year of Ascendancy at 04:42 see stats
By FISTING the Draconian Brawler level 7
8th Haze 122nd year of Ascendancy at 06:09 see stats
By FISTING the Draconian Brawler level 11
28th Haze 122nd year of Ascendancy at 01:36 see stats
Log
You gain 12.15 gold from the transmogrification of quiver of ash bolts 'Bamas' (11/11, 116% power, 16 apr).
You gain 1.64 gold from the transmogrification of vined mindstar of the jelly (87% power, 18 apr, nature damage).
You gain 8.91 gold from the transmogrification of Dawnspitter (85% power, 18 apr, nature damage).
You gain 3.48 gold from the transmogrification of creative mossy mindstar of life (77% power, 12 apr, mind damage).
You gain 2.91 gold from the transmogrification of thought-forged steel dagger (104% power, 6 apr).
You gain 2.89 gold from the transmogrification of sonic steel dagger (105% power, 12 apr).
You gain 3.84 gold from the transmogrification of slime-covered steel waraxe of projection (109% power, 3 apr).
You gain 0.75 gold from the transmogrification of steel sceptre (111% power, 3 apr).
You gain 0.75 gold from the transmogrification of steel greatmaul (135% power, 2 apr).
You gain 10.06 gold from the transmogrification of Ce'Nassra the steel battleaxe (122% power, 2 apr).
You gain 4.77 gold from the transmogrification of shimmering ash magestaff of dawn (111% power, 3 apr, physical damage).
You gain 11.94 gold from the transmogrification of Flashedge the ash magestaff (111% power, 3 apr, physical damage).
You gain 1.96 gold from the transmogrification of elm magestaff of might (100% power, 2 apr, physical damage).
You gain 3.07 gold from the transmogrification of insidious poison infusion of the duelist (28 nature damage, 20% healing reduction).
There is a Way into the heart of the gloom here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
There is a Shatur (Town) here (press '' or right click to use).
Ran for 5 turns (stop reason: at exit).
Today is the 66th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:45.
FISTING deactivates Daunting Presence.
FISTING deactivates Striking Stance.