Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 8 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Holin the halfling at level 8 on the 5th Flare 122nd year of Ascendancy at 01:36 / 1 |
Primary Stats
| Strength | 57 (base 30) |
| Dexterity | 48 (base 30) |
| Constitution | 50 (base 30) |
| Magic | 30 (base 30) |
| Willpower | 35 (base 30) |
| Cunning | 38 (base 30) |
Resources
| Paradox | 300 |
| Mana | 187/187 |
| Psi | 125/125 |
| Vim | 194/194 |
| Life | -328/501 |
| Positive | 51/51 |
| Stamina | 144/164 |
| Psi_feedback | 100/100 |
| Healing Factor | 0.6 |
| Regeneration | 0.318 |
Speed
| Mental | +2.0999999999999% |
| Attack | +2.0999999999999% |
| Movement | +10.5% |
| Spell | +2.0999999999999% |
| Global | +101.05% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 7.2723444785631 |
| See Invisible | 16.902239892387 |
Offense: Barehand
| Damage | 45 |
| Accuracy | 46 |
| Crit Chance | 27% |
| APR | 3 |
| Speed | 0.78 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 17% |
| Speed | 0.9794319294809 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 13% |
| Speed | 0.9794319294809 |
Defense: Base
| Armour (hardiness) | 23.95 (84.761904761905%) |
| Defense | 40 |
| Ranged Defense | 41 |
| Fatigue | 19 |
| Physical Save | 49 |
| Spell Save | 44 |
| Mental Save | 35 |
Defense: Resistances
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 49% |
| Bleed Resistance | 100% |
| Confusion Resistance | 45% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 49% |
Inscriptions (2/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
Class Talents
| Technique / Archery - bows | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Archery - slings | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.20 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 3/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Acrobatics | 1.20 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Keen Senses |
| talent | Lacerating Strikes |
| talent | Striking Stance |
| talent | Hymn of Shadows |
| talent | Willful Tormenter |
| talent | Horrifying Blows |
| talent | Shielding |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | The target is recovering 32 life each turn. Recovery |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 8%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 8%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target is in the middle of a combo chain and has earned 2 combo points. 2 Combo |
| beneficial effect | The target's defense and saves have been increased by 20. 2 Spin |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -2 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You failed to protect the lost sun paladin from death by rimebark. Escort: lost sun paladin (level 3 of Trollmire) | failed |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| 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. |
| On feet | pair of iron boots (Nightmares) (0 def, 3 armour) pair of iron boots (Nightmares) (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Around waist | nightruned rough leather belt of the mystic (Nightmares) nightruned rough leather belt of the mystic (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Mental save: +5 (+2 eff.) Spellpower: +3 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
| Main armor | iron mail armour 'Velyrianne' (Nightmares) (2 def, 4 armour) iron mail armour 'Velyrianne' (Nightmares) (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% Changes stats: +1 Cun Changes resistances: +17% acid Equilibrium when hit: +0.16 Curse of Nightmares A suit of armour made of mail. |
| On hands | iron gauntlets (Misfortune) (0 def, 1 armour) iron gauntlets (Misfortune) (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (90 power, based on Willpower), costing 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | insulating iron helm of constitution (+2) (Madness) (0 def, 3 armour) insulating iron helm of constitution (+2) (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +6% cold / +6% fire Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Cloak | linen cloak of Eldoral (Nightmares) (1 def, 0 armour) linen cloak of Eldoral (Nightmares) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
wild infusion (resist 11%; cure magical, physical) wild infusion (resist 11%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 11% for 5 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 2.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 107.84 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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 124 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Madness (Roguelike) difficulty)
Turn into a pirate!By Mad Brawl the Skeleton Adventurer level 3
74th Pyre 122nd year of Ascendancy at 11:09 see stats
Log
Mad Brawl rushes out!
Lbekric the halfling starts to bleed.
Lbekric the halfling begins to fear you.
Lbekric the halfling is dazed!
Lbekric the halfling is not dazed anymore.
Mad Brawl hits Lbekric the halfling for 61 physical damage.
Bleeding from Mad Brawl hits Lbekric the halfling for 2 physical damage.
Mad Brawl throws two quick punches.
Mad Brawl performs a melee critical strike against Lbekric the halfling!
Lbekric the halfling is disabled.
Lbekric the halfling casts Soul Rot.
Mad Brawl hits Lbekric the halfling for 69 physical, 54 physical (123 total damage).
Mad Brawl spins fate.
Lbekric the halfling's Soul Rot hits Mad Brawl for (17 resist armour), 186 blight (186 total damage).
Bleeding from Mad Brawl hits Lbekric the halfling for 5 physical damage.
Mad Brawl receives 3 healing.
Grekio the halfling uses Brain Storm.
Grekio the halfling's mind surges with critical power!
Lbekric the halfling tries to evade attacks.
Mad Brawl is recovering from the damage!
Mad Brawl resists the mind attack!
Mad Brawl hits Lbekric the halfling for 51 physical damage.
Grekio the halfling hits Mad Brawl for (17 resist armour), 142 lightning (142 total damage).
Grekio the halfling hits Lbekric the halfling for 196 lightning damage.
Lbekric the halfling casts Drain.
Lbekric the halfling's Drain hits Mad Brawl for (17 resist armour), 143 blight (143 total damage).
Holin the halfling casts Lightning.
Saving game...
