Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. 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! 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:
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
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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: Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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. Replace Swift Hands 1.3.1 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. 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: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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! 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. Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. 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. Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ambush Escape 1.3.0Gives the player an option to escape the orc ambush without fighting. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. 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. 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. 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. Utility Supplies 1.3.0Adds useful items to the game. Currently supported:
[NOTE: Due to a game bug involving the transmogrification chest and activatable objects, we recommend that users of this addon also use the Activatable Object Cleanup addon.] Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Items Vault 1.3.0Donators/Buyers bonus! Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. 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: Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. 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: Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. 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 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: Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 40 / 2% |
Size | small |
Lifes / Deaths | Killed by Salivena the blue jelly at level 17 on the 5th Mirth 122nd year of Ascendancy at 18:42 / 57Killed by Salibeth the giant green ant at level 17 on the 5th Mirth 122nd year of Ascendancy at 19:48 Killed by Salibeth the giant green ant at level 17 on the 5th Mirth 122nd year of Ascendancy at 20:34 Killed by Salivena the blue jelly at level 18 on the 6th Mirth 122nd year of Ascendancy at 01:18 Killed by Subject Z at level 23 on the 9th Mirth 122nd year of Ascendancy at 09:18 Killed by Subject Z at level 23 on the 9th Mirth 122nd year of Ascendancy at 10:18 Killed by Subject Z at level 23 on the 9th Mirth 122nd year of Ascendancy at 12:25 Killed by skeleton master archer at level 24 on the 9th Mirth 122nd year of Ascendancy at 14:59 Killed by ritch flamespitter at level 24 on the 9th Mirth 122nd year of Ascendancy at 15:33 Killed by skeleton master archer at level 24 on the 9th Mirth 122nd year of Ascendancy at 16:25 Killed by temporal hound at level 24 on the 9th Mirth 122nd year of Ascendancy at 17:28 Killed by temporal hound at level 24 on the 9th Mirth 122nd year of Ascendancy at 18:28 Killed by Ivytira the eternal bone giant at level 24 on the 9th Mirth 122nd year of Ascendancy at 19:13 Killed by temporal hound at level 24 on the 9th Mirth 122nd year of Ascendancy at 20:29 Killed by temporal hound at level 25 on the 9th Mirth 122nd year of Ascendancy at 21:30 Killed by temporal hound at level 25 on the 9th Mirth 122nd year of Ascendancy at 22:34 Killed by war hound at level 25 on the 9th Mirth 122nd year of Ascendancy at 23:21 Killed by skeleton master archer at level 25 on the 9th Mirth 122nd year of Ascendancy at 23:51 Killed by skeleton master archer at level 25 on the 10th Mirth 122nd year of Ascendancy at 00:37 Killed by skeleton master archer at level 25 on the 10th Mirth 122nd year of Ascendancy at 01:33 Killed by skeleton master archer at level 25 on the 10th Mirth 122nd year of Ascendancy at 02:25 Killed by ritch flamespitter at level 25 on the 10th Mirth 122nd year of Ascendancy at 03:12 Killed by skeleton master archer at level 25 on the 10th Mirth 122nd year of Ascendancy at 04:11 Killed by temporal hound at level 25 on the 10th Mirth 122nd year of Ascendancy at 05:44 Killed by temporal hound at level 25 on the 10th Mirth 122nd year of Ascendancy at 07:32 Killed by ritch flamespitter at level 26 on the 10th Mirth 122nd year of Ascendancy at 10:18 Killed by ritch flamespitter at level 27 on the 10th Mirth 122nd year of Ascendancy at 14:01 Killed by temporal hound at level 27 on the 10th Mirth 122nd year of Ascendancy at 16:12 Killed by ghoul at level 27 on the 10th Mirth 122nd year of Ascendancy at 16:48 Killed by ritch flamespitter at level 27 on the 10th Mirth 122nd year of Ascendancy at 17:54 Killed by quasit at level 27 on the 10th Mirth 122nd year of Ascendancy at 20:22 Killed by temporal hound at level 28 on the 10th Mirth 122nd year of Ascendancy at 21:09 Killed by temporal hound at level 28 on the 10th Mirth 122nd year of Ascendancy at 22:05 Killed by temporal hound at level 28 on the 10th Mirth 122nd year of Ascendancy at 23:03 Killed by temporal hound at level 28 on the 10th Mirth 122nd year of Ascendancy at 23:51 Killed by Neraba the skeleton archer at level 28 on the 1st Summertide 122nd year of Ascendancy at 01:01 Killed by temporal hound at level 29 on the 1st Summertide 122nd year of Ascendancy at 02:08 Killed by Ivytira the eternal bone giant at level 29 on the 1st Summertide 122nd year of Ascendancy at 03:38 Killed by war hound at level 29 on the 1st Summertide 122nd year of Ascendancy at 05:03 Killed by war hound at level 29 on the 1st Summertide 122nd year of Ascendancy at 06:21 Killed by temporal hound at level 29 on the 1st Summertide 122nd year of Ascendancy at 08:11 Killed by temporal hound at level 29 on the 1st Summertide 122nd year of Ascendancy at 09:07 Killed by Ce'Nylelaith the skeleton mage at level 29 on the 1st Summertide 122nd year of Ascendancy at 10:34 Killed by temporal hound at level 29 on the 1st Summertide 122nd year of Ascendancy at 11:41 Killed by heavy bone giant at level 29 on the 1st Summertide 122nd year of Ascendancy at 13:27 Killed by Ce'Nylelaith the skeleton mage at level 29 on the 1st Summertide 122nd year of Ascendancy at 14:42 Killed by Ivytira the eternal bone giant at level 29 on the 1st Summertide 122nd year of Ascendancy at 15:25 Killed by skeleton master archer at level 30 on the 1st Summertide 122nd year of Ascendancy at 17:19 Killed by skeleton warrior at level 30 on the 1st Summertide 122nd year of Ascendancy at 18:21 Killed by armoured skeleton warrior at level 30 on the 1st Summertide 122nd year of Ascendancy at 19:03 Killed by skeleton mage at level 33 on the 2nd Summertide 122nd year of Ascendancy at 00:58 Killed by skeleton warrior at level 36 on the 2nd Summertide 122nd year of Ascendancy at 10:59 Killed by skeleton warrior at level 37 on the 2nd Summertide 122nd year of Ascendancy at 11:38 Killed by armoured skeleton warrior at level 37 on the 2nd Summertide 122nd year of Ascendancy at 12:09 Killed by skeleton warrior at level 37 on the 2nd Summertide 122nd year of Ascendancy at 12:47 Killed by armoured skeleton warrior at level 37 on the 2nd Summertide 122nd year of Ascendancy at 13:30 Killed by armoured skeleton warrior at level 38 on the 2nd Summertide 122nd year of Ascendancy at 16:29 |
Primary Stats
Strength | 38 (base 38) |
Dexterity | 100 (base 40) |
Constitution | 50 (base 52) |
Magic | 26 (base 15) |
Willpower | 54 (base 39) |
Cunning | 54 (base 47) |
Resources
Life | 449/484 |
Psi_feedback | 140/150 |
Stamina | 302/327 |
Psi | 294/319 |
Healing Factor | 1.18 |
Regeneration | 1.829 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +132.45052700871% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 6 |
See Invisible | 6 |
Offense: Mainhand
Damage | 84 |
Accuracy | 30 |
Crit Chance | 18% |
APR | 19 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 26 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 39.7 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 43 (30%) |
Defense | 40.833333333333 |
Ranged Defense | 46.833333333333 |
Fatigue | 3 |
Physical Save | 38.12 |
Spell Save | 40.36 |
Mental Save | 43.6 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 5% |
Silence Resistance | 60% |
Instadeath Resistance | 100% |
Confusion Resistance | 95% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 18% for 8 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 353 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Buckler Training | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery - slings | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Dream Forge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Forge Shield |
talent | Thermal Aura |
talent | Charged Aura |
talent | Charged Shield |
talent | Beyond the Flesh |
talent | Kinetic Shield |
beneficial effect | Absorbs 12 damage from the next blockable attack. Currently Blocking: Physical. Forge Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+17% global speed). Clarity |
Quests
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
Equipment
Psionic focus | Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 Base power: 48.0 - 76.8 Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 67% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. Press to compare |
Quiver | Malar (49/50, 38-45.6 power, 10 apr) Malar (49/50, 38-45.6 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 38.0 - 45.6 Uses stat: 92% Cun Damage type: Mind Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 50 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid Damage (Ranged): +8 acid / +9 physical / +12 mind / +12 temporal Burst (radius 1) on hit: +24 mind Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. Press to compare |
Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +5% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. Press to compare |
On head | cashmere wizard hat of the Brotherhood (2 def, 0 armour) cashmere wizard hat of the Brotherhood (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Mag / +3 Con Changes damage: +13% arcane It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Learning this talent grants you a charge, and using it spends it; while you are in a possession of a charge, arcane eye observes surroundings from your location. Using this talent on yourself will destroy the oldest arcane eye, and will not put a talent on a cooldown. Casting the eye does not take a turn. Only 3 arcane eyes can exist at any given time, and casting the new one will cancel the oldest (currently in stock: 0). A pointy cloth hat, very wizardly... Press to compare |
Tool | Nikor the steel torque of kinetic psionic shield [power 31] (8 cooldown) Nikor the steel torque of kinetic psionic shield [power 31] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil / +5 Mag Changes damage: +3% arcane Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+3 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 31 for 7 turns, putting all charms on cooldown for 8 turns. When used: 200% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
On feet | miner's pair of hardened leather boots of uncanny dodging (5 def, 9 armour) miner's pair of hardened leather boots of uncanny dodging (5 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Infravision radius: +2 A pair of boots made of leather. Press to compare |
Around neck | warrior's steel amulet warrior's steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +8% physical Stamina each turn: +0.40 Amulets can have magical properties. Press to compare |
In main hand | ranger's cured leather sling ranger's cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +2 Dex Slings are used to hurl stones or metal shots at your foes. Press to compare |
On hands | Lorikalthofast (6 def, 7 armour) Lorikalthofast (6 def, 7 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage (Melee): 7 lightning / 6 physical Changes stats: +2 Str / +3 Dex / +3 Cun Changes resistances: +6% lightning Changes damage: +5% lightning / +4% physical / +6% acid Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Spell save: +20 (+3 eff.) Disarm immunity: +5% When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). Damage (Melee): +8 acid Burst (radius 1) on hit: +7 physical Burst (radius 2) on crit: +7 lightning / +6 physical Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
In off hand | Black Mesh (8 def, 2 armour, 31-37.2 power, 104 block) Black Mesh (8 def, 2 armour, 31-37.2 power, 104 block)Requires: - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 60% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +104 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. Press to compare |
Cloak | Polena the linen cloak (6 def, 0 armour) Polena the linen cloak (6 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +1 Str / +7 Wil Changes resistances: +11% blight / +12% fire / +11% light / +12% nature Stealth bonus: +6 Mental save: +7 (+2 eff.) Life regen: +1.30 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Maximum vim: +10.00 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | spiked reinforced leather armour of cold resistance (4 def, 7 armour) spiked reinforced leather armour of cold resistance (4 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 11 physical Changes resistances: +20% cold A suit of armour made of leather. Press to compare |
Inventory
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 10 power out of 16/16) : Effective talent level: 3.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 28.78 to 86.35 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. Press to compare |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
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 (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 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 Arin the Yeek Adventurer level 23
8th Mirth 122nd year of Ascendancy at 02:40 see stats
By Arin the Yeek Adventurer level 10
1st Mirth 122nd year of Ascendancy at 03:45 see stats
By Arin the Yeek Adventurer level 20
6th Mirth 122nd year of Ascendancy at 04:15 see stats
By Arin the Yeek Adventurer level 30
1st Summertide 122nd year of Ascendancy at 17:11 see stats
By Arin the Yeek Adventurer level 40
2nd Summertide 122nd year of Ascendancy at 20:00 see stats
Log
Eye Shot is still on cooldown for 7 turns.
Arin performs a melee critical strike against Skeleton warrior!
Welcome to level 40 [Arin].
Arin has 40 stat point(s), 24 class talent point(s), 18 generic talent point(s), 2 category point(s), 2 prodigies point(s) to spend. Press p to use them.
Personal New Achievement: Level 40 (Exploration mode) (Uniques)!
Arin hits Ghast for 7 physical, 8 lightning, 6 physical (21 total damage).
Arin hits Eternal bone giant for 3 lightning, 2 physical (5 total damage).
Arin hits Skeleton warrior for 23 physical damage.
Arin killed Skeleton warrior!
Eternal bone giant has survived the set up.
Arin converts some damage to Psi!
Eternal bone giant hits Arin for (12 blocked), (10 to psi shield), 2 to psi, 4 physical, (4 to psi shield), 1 to psi, 2 blight (9 total damage).
Arin hits Eternal bone giant for 5 physical, 6 fire (11 total damage).
Arin converts some damage to Psi!
Ghast hits Arin for (12 blocked), (7 to psi shield), 2 to psi, 3 physical (5 total damage).
Arin hits Ghast for 11 physical, 12 fire (23 total damage).
Arin misses Eternal bone giant.
Arin receives 6 healing (6 psi heal).
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Kinetic Shield
- Thermal Aura
- Charged Aura
- Charged Shield
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Arin deactivates Forge Shield.
Arin activates Forge Shield.
Arin deactivates Beyond the Flesh.
Arin activates Beyond the Flesh.
Arin deactivates Thermal Aura.
Arin deactivates Charged Aura.
Arin deactivates Kinetic Shield.
Arin deactivates Beyond the Flesh.
Arin deactivates Forge Shield.
Arin deactivates Charged Shield.