Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
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! 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. 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. 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: ..." Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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. 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. 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. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. 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: 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. 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. 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: 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. 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: 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:
Items Vault 1.3.0Donators/Buyers bonus! 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. 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! 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: '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. 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 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. 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. 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 | Cornac |
Class | Adventurer |
Level / Exp | 51 / 31% |
Size | big |
Lifes / Deaths | Killed by golem (servant of Muni) at level 11 on the 4th Mirth 122nd year of Ascendancy at 02:57 / 41Killed by golem (servant of Muni) at level 14 on the 4th Mirth 122nd year of Ascendancy at 21:39 Killed by golem (servant of Muni) at level 17 on the 12nd Haze 122nd year of Ascendancy at 12:40 Killed by Vorevena the rogue at level 17 on the 12nd Haze 122nd year of Ascendancy at 13:21 Killed by Vorevena the rogue at level 17 on the 12nd Haze 122nd year of Ascendancy at 17:16 Killed by golem (servant of Muni) at level 17 on the 12nd Haze 122nd year of Ascendancy at 22:23 Killed by Layowe the cutpurse at level 17 on the 12nd Haze 122nd year of Ascendancy at 22:59 Killed by Layowe the cutpurse at level 17 on the 13rd Haze 122nd year of Ascendancy at 02:19 Killed by Vorevena the rogue at level 17 on the 13rd Haze 122nd year of Ascendancy at 03:32 Killed by Vorevena the rogue at level 17 on the 13rd Haze 122nd year of Ascendancy at 04:04 Killed by golem (servant of Muni) at level 18 on the 13rd Haze 122nd year of Ascendancy at 13:48 Killed by golem (servant of Muni) at level 22 on the 14th Haze 122nd year of Ascendancy at 03:27 Killed by Porotira the fire drake hatchling at level 23 on the 23rd Haze 122nd year of Ascendancy at 13:49 Killed by Porotira the fire drake hatchling at level 25 on the 23rd Haze 122nd year of Ascendancy at 20:44 Killed by Porotira the fire drake hatchling at level 25 on the 24th Haze 122nd year of Ascendancy at 02:48 Killed by Porotira the fire drake hatchling at level 25 on the 24th Haze 122nd year of Ascendancy at 07:58 Killed by skeleton warrior at level 25 on the 24th Haze 122nd year of Ascendancy at 19:23 Killed by fire drake at level 26 on the 25th Haze 122nd year of Ascendancy at 01:17 Killed by cold drake at level 27 on the 25th Haze 122nd year of Ascendancy at 07:30 Killed by golem (servant of Muni) at level 30 on the 25th Haze 122nd year of Ascendancy at 17:16 Killed by Xeresevea the fire drake hatchling at level 31 on the 25th Haze 122nd year of Ascendancy at 23:17 Killed by golem (servant of Muni) at level 33 on the 26th Haze 122nd year of Ascendancy at 17:14 Killed by golem (servant of Muni) at level 35 on the 27th Haze 122nd year of Ascendancy at 00:35 Killed by fire wyrm at level 36 on the 27th Haze 122nd year of Ascendancy at 06:09 Killed by Zubabressra the lesser vampire at level 38 on the 27th Haze 122nd year of Ascendancy at 13:29 Killed by golem (servant of Muni) at level 41 on the 28th Haze 122nd year of Ascendancy at 03:55 Killed by Yvuwyn the snow giant chieftain at level 43 on the 29th Haze 122nd year of Ascendancy at 01:53 Killed by Yvuwyn the snow giant chieftain at level 44 on the 29th Haze 122nd year of Ascendancy at 11:11 Killed by ultimate telugoroth at level 47 on the 31st Haze 122nd year of Ascendancy at 05:30 Killed by ultimate teluvorta at level 47 on the 31st Haze 122nd year of Ascendancy at 16:39 Killed by Mayumikira the ultimate telugoroth at level 48 on the 32nd Haze 122nd year of Ascendancy at 03:39 Killed by Mayumikira the ultimate telugoroth at level 48 on the 32nd Haze 122nd year of Ascendancy at 12:53 Killed by Mayumikira the ultimate telugoroth at level 48 on the 32nd Haze 122nd year of Ascendancy at 22:30 Killed by Mayumikira the ultimate telugoroth at level 49 on the 33rd Haze 122nd year of Ascendancy at 08:04 Killed by Mayumikira the ultimate telugoroth at level 49 on the 33rd Haze 122nd year of Ascendancy at 14:46 Killed by Mayumikira the ultimate telugoroth at level 49 on the 33rd Haze 122nd year of Ascendancy at 20:16 Killed by Mayumikira the ultimate telugoroth at level 50 on the 34th Haze 122nd year of Ascendancy at 06:33 Killed by Mayumikira the ultimate telugoroth at level 50 on the 34th Haze 122nd year of Ascendancy at 12:05 Killed by Mayumikira the ultimate telugoroth's temporal clone at level 50 on the 34th Haze 122nd year of Ascendancy at 14:44 Killed by dredgling at level 51 on the 35th Haze 122nd year of Ascendancy at 03:42 Killed by Muni at level 51 on the 35th Haze 122nd year of Ascendancy at 03:48 |
Primary Stats
Strength | 84 (base 40) |
Dexterity | 54 (base 53) |
Constitution | 54 (base 47) |
Magic | 54 (base 45) |
Willpower | 54 (base 46) |
Cunning | 54 (base 50) |
Resources
Life | 1157/1157 |
Mana | 620/620 |
Stamina | 360/360 |
Healing Factor | 1 |
Regeneration | 8.85 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
Offense: Mainhand
Damage | 100 |
Accuracy | 61 |
Crit Chance | 45% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 39.7 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 28.5 (80%) |
Defense | 41.133333333333 |
Ranged Defense | 41.133333333333 |
Fatigue | 0 |
Physical Save | 40.725 |
Spell Save | 55.225 |
Mental Save | 32.8375 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Poison Resistance | 12% |
Instadeath 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 302 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 14 for 7 turns. While Heroism is active, you will only die when reaching -528 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Enhancement | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Staff combat | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by thief. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost anorithil from death by storm drake. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed vial of fire wyrm saliva. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Mayylle (11 def, 1 armour) Mayylle (11 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+4 eff.) Fatigue: -3% Damage when hit (Melee): 8 arcane Changes stats: +2 Mag Changes damage: +3% blight Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Mana when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +8 (+3 eff.) It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 32% chance to completely evade them and granting you 29 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Quiver | 80 alchemist onyx 80 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Life regen 6% of max life When used in a prism: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. Press to compare |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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 | grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour) grounding dwarven-steel helm of constitution (+4) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +6% lightning / +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Press to compare |
On fingers | copper ring of light (+20%) copper ring of light (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings can have magical properties. Press to compare |
On fingers | treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +12% Disease immunity: +14% Rings can have magical properties. Press to compare |
Around waist | blurring hardened leather belt of the giants blurring hardened leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +10 (+3 eff.) Stealth bonus: +6 Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
In main hand | elven-wood magestaff of blasting (25-30 power, 5 apr, lightning element) elven-wood magestaff of blasting (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning Talent granted: +1 Command Staff Spellpower: +18 (+6 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 99.63 - 119.56 lightning damage in a radius 5 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
On hands | polar rough leather gloves of strength (+2) (0 def, 1 armour) polar rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 cold Changes stats: +2 Str Changes resistances: +5% cold Changes damage: +3% cold When used to modify unarmed attacks: Base power: 11.5 - 12.7 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Burst (radius 2) on crit: +5 ice Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Main armor | spiked iron mail armour of acid resistance (2 def, 4 armour) spiked iron mail armour of acid resistance (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +15% acid A suit of armour made of mail. Press to compare |
Cloak | Radianceradiance (2 def, 8 armour) Radianceradiance (2 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +7 Mag / +8 Wil / +4 Cun Changes resistances: +18% cold Changes damage: +12% light Critical mult.: +25.00% Stealth bonus: +9 Spell save: +10 (+3 eff.) Mana each turn: +0.04 Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +6% 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 |
Around neck | restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +1.10 Amulets can have magical properties. Press to compare |
Inventory
Lisiyakira LisiyakiraRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Blight Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to disease Damage (Ranged): +9 cold Burst (radius 1) on hit: +6 physical When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Str / +1 Dex / +6 Cun Changes resistances penetration: +19% physical Changes damage: +17% cold Maximum life: +40.00 Slings are used to hurl stones or metal shots at your foes. Press to compare |
aetheric drakeskin leather armour of the void (5 def, 8 armour) aetheric drakeskin leather armour of the void (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 6 darkness / 8 arcane Damage (Ranged): 8 darkness / 9 arcane Changes resistances: +19% darkness / +24% temporal Mana each turn: +0.27 Spellpower: +25 (+8 eff.) Defense after a teleport: +27 Resist all after a teleport: +17% New effects duration reduction after a teleport: +15% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. A suit of armour made of leather. Press to compare |
agate agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
verdite verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
3 aquamarine 3 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 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. Press to compare |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
4 carnelian 4 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. Press to compare |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. Press to compare |
2 amethyst 2 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% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. Press to compare |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. Press to compare |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. Press to compare |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. Press to compare |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. Press to compare |
3 sugilite 3 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. Press to compare |
3 opal 3 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. Press to compare |
4 tiger's eye 4 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Additional 30 bright light damage Gems can be sold for money or used in arcane rituals. Press to compare |
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 (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 Muni the Cornac Adventurer level 17
77th Dusk 122nd year of Ascendancy at 17:01 see stats
By Muni the Cornac Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 19:06 see stats
By Muni the Cornac Adventurer level 20
13rd Haze 122nd year of Ascendancy at 20:31 see stats
By Muni the Cornac Adventurer level 30
25th Haze 122nd year of Ascendancy at 16:22 see stats
By Muni the Cornac Adventurer level 40
28th Haze 122nd year of Ascendancy at 03:38 see stats
By Muni the Cornac Adventurer level 50
34th Haze 122nd year of Ascendancy at 05:58 see stats
By Muni the Cornac Adventurer level 23
14th Haze 122nd year of Ascendancy at 07:50 see stats
By Muni the Cornac Adventurer level 47
31st Haze 122nd year of Ascendancy at 05:29 see stats
Log
Burning from Golem (servant of Muni) hits Emeludhemina the dredgling for 18 fire damage.
Muni hits Emeludhemina the dredgling for 2 blight, 6 physical, 4 arcane (13 total damage).
Muni casts Chain Lightning.
Burning from Golem (servant of Muni) hits Ben Cruthdar, the Abomination for 16 fire damage.
Muni hits Emeludhemina the dredgling for 104 lightning, 97 lightning (201 total damage).
Muni hits Dredgling for 149 lightning damage.
Muni hits Ben Cruthdar, the Abomination for 35 lightning damage.
Muni deactivates Daunting Presence.
Muni receives 37 healing.
Muni resists the mind attack!
Muni hits Ben Cruthdar, the Abomination for (1 deflected), 2 blight, (2 deflected), 3 physical, (1 deflected), 2 arcane (8 total damage).
Ben Cruthdar, the Abomination hits Muni for 39 physical, 6 mind, 13 cold (57 total damage).
Dredgling hits Muni for 56 physical damage.
Muni hits Dredgling for 7 blight, 9 physical, 7 arcane (23 total damage).
Burning from Golem (servant of Muni) hits Dredgling for 18 fire damage.
Muni the level 51 cornac adventurer was punctured to death by a dredgling on level 2 of Temporal Rift.
Muni no longer has a cursed wound.
Muni has finished recovering.
Muni deactivates Fiery Hands.
Muni deactivates Feather Wind.
Muni feels pain again.
Muni no longer revels in blood quite so much.
Muni deactivates Shock Hands.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Dredgling killed Muni!
Saving done.
Saving game...