Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.7 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Verdant Class Pack 1.4.5Content 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: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 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. 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:
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:
Logical Alchemists 1.3.3Makes alchemists focus on creating elixirs that you are not currently helping them with. New Gem Types 1.4.2Adds 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. Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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 Pepper Pack 1.4.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.4.0Combines 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: Doctornull's Class Pack 1.4.2This 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. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Bunnymorph |
Class | Bard |
Level / Exp | 20 / 37% |
Size | small |
Lifes / Deaths | Killed by Bill the Stone Troll at level 8 on the 77th Pyre 122nd year of Ascendancy at 11:48 4 / 1 |
Primary Stats
Strength | 20 (base 19) |
Dexterity | 61 (base 32) |
Constitution | 9 (base 10) |
Magic | 12 (base 12) |
Willpower | 14 (base 10) |
Cunning | 61 (base 46) |
Resources
Life | 319/319 |
Stamina | 127/127 |
Healing Factor | 1.12 |
Regeneration | 0.28 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +39% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
See Stealth | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 36 |
Accuracy | 54 |
Crit Chance | 33% |
APR | 12 |
Speed | 0.90 |
Offense: Offhand
Damage | 31 |
Accuracy | 54 |
Crit Chance | 36% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 28% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 29.144316315741 (50%) |
Defense | 56 |
Ranged Defense | 57 |
Fatigue | 1 |
Physical Save | 44 |
Spell Save | 30 |
Mental Save | 48 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 30% |
Disarm Resistance | 78% |
Bleed Resistance | 15% |
Confusion Resistance | 17% |
Fear Resistance | 35% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 49% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 348 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 106 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
Spell / Phantasm | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Cantrips | 1.26 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Tunecrafting | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Tuneslinger | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Bardic combat | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Performer / Dashing swordsman | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Technique / Archery - slings | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Restoration | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Wanderer | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Performer / Bard | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Acrobatics | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Bunnymorph | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Performer / Songs | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Quipster |
talent | Streetwise |
talent | Song of Direction |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | 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 Prox 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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed giant spider spinneret. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | stealthy pair of rough leather boots of disengagement (0 def, 1 armour) stealthy pair of rough leather boots of disengagement (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +7 Dex / +2 Cun / +6 Lck Stealth bonus: +6 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Light source | brass lantern 'Boltwend' brass lantern 'Boltwend'Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze * 10% chance to gain 10% of a turn Changes resistances penetration: +15% lightning Changes damage: +7% sound / +15% temporal / +12% lightning Damage affinity(heal): +5% sound Physical save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Blindness immunity: +24% Confusion immunity: +12% Light radius: +6 See stealth: +9 See invisible: +9 Healing mod.: +12% Maximum melody: +12.00 It can be used to activate talent Abrupt Intro, placing all other charms into a 8 cooldown : Effective talent level: 3.9 Power cost: 8 out of 8/8. Range: 10 Travel Speed: 1500% of base Is: a mind power Description: Fires a bolt of pure sound at the target, dealing 121.09 sound damage and soundshocking it for 4 turns. At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them. At talent level 5 all of your Soundshock effects will be more effective. The damage will scale with your Mindpower. (Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) 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. |
On head | Boltransom (0 def, 3 armour) Boltransom (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to blind * 15% chance to daze Damage when hit (Melee): 16 light Changes stats: +4 Wil Changes resistances: +8% sound / +8% temporal / +7% darkness / +8% blight / +8% mind / +24% lightning Changes damage: +15% lightning Mental save: +8 (+3 eff.) Light radius: +2 A cap made of leather. |
On hands | Cloudtrencher the rough leather gloves (0 def, 1 armour) Cloudtrencher the rough leather gloves (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +4.0% Armour: +1 Effects on melee hit: * 15% chance to daze Damage (Melee): 10 shocking sound Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +2 Con Changes resistances: +6% sound / +6% darkness / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +21% temporal Physical save: +18 (+6 eff.) Spell save: +4 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +45% It can be used to activate talent Requiem, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Play a requiem for your target, dealing 64.61 sound damage for every Soundshock, Ear Damage, Sound Daze and Deafen effect affecting it. If the requiem kills the target you will regain 10% of your maximum melody plus another 10% per effect over 5 turns, if it survives it will be affected by Loss of Hearing for 5 turns. If Gone Vocal is active the caster will also gain a 10% bonus to darkness damage for 5 turns. The damage will scale with your Mindpower. (Loss of Hearing lowers all of the target's speeds while granting it a substantial amount of sound resistance and retroactive immunity to all negative performer effects.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 fingers | copper ring of sound (+22%) copper ring of sound (+22%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% sound Changes damage: +11% sound Rings can have magical properties. |
On fingers | Beyrig the Flashwrecker Beyrig the FlashwreckerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +4 Cun Changes resistances: +22% darkness / +27% acid Changes resistances penetration: +15% acid Changes damage: +12% acid / +11% darkness / +6% light Rings can have magical properties. |
Around neck | Polikira PolikiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Mag Changes resistances: +6% acid Changes damage: +5% darkness / +5% temporal / +5% light / +5% physical Talent mastery: +0.16 Spell / Cantrips Physical save: +12 (+4 eff.) Spell save: +13 (+7 eff.) Mental save: +21 (+7 eff.) Blindness immunity: +15% Disease immunity: +5% Cut immunity: +15% Knockback immunity: +15% Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
In main hand | iron rapier 'Voidmalice' (11.5-16.1 power, 3 apr) iron rapier 'Voidmalice' (11.5-16.1 power, 3 apr)Requires: - Cunning 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 1 Base power: 11.5 - 16.1 Uses stats: 60% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 111% On weapon hit: * 40% chance to corrode armour Damage (Melee): +4 acid / +7 temporal / +6 nature Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +7 shocking sound This is a bardic weapon. When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 acid / 12 darkness Changes stats: +2 Con Changes resistances penetration: +7% sound / +7% physical / +5% acid Disarm immunity: +13% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Around waist | rough leather belt 'Poluda' rough leather belt 'Poluda'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Changes stats: +5 Dex / +4 Cun / +6 Lck Changes damage: +6% mind Critical mult.: +3.00% Trap disarming bonus: +8 Stealth bonus: +7 Physical save: +20 (+6 eff.) Mental save: +6 (+2 eff.) Maximum life: +40.00 Spellpower: +3 (+2 eff.) Infravision radius: +3 A belt that goes around your waist. |
In off hand | Radiancesquall the elm lyre (8.5-11.05 power, 2 apr, physical damage) Radiancesquall the elm lyre (8.5-11.05 power, 2 apr, physical damage)Requires: - Cunning 11 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 1 Base power: 8.5 - 11.1 Uses stats: 75% Cun, 15% Dex Damage type: Physical Mastery: Harp Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light / +4 temporal Burst (radius 1) on hit: +15 fire This instrument will act as a bashing device. When wielded/worn: Armour penetration: +7 Effects on melee hit: * 15% chance to blind * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +3% temporal Changes resistances penetration: +7% physical Changes damage: +3% temporal / +6% physical Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
Cloak | Rhilin (8 def, 0 armour) Rhilin (8 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +8 (+3 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -3% Damage when hit (Melee): 4 acid Changes stats: +2 Str Changes resistances: +12% light / +12% fire Changes damage: +7% darkness / +7% sound Reduces incoming crit damage: 10.00% Stealth bonus: +7 Spell save: +10 (+5 eff.) Blindness immunity: +10% Disarm immunity: +20% Knockback immunity: +25% Spell crit. chance: +3% Maximum melody: +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
wizard's copper ring of clarity wizard's copper ring of clarityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
Gokath the steel rapier (15.5-21.7 power, 4 apr) Gokath the steel rapier (15.5-21.7 power, 4 apr)Requires: - Cunning 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 2 Base power: 15.5 - 21.7 Uses stats: 60% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +5 lightning Burst (radius 1) on hit: +4 arcane / +5 fire This is a bardic weapon. When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Zalar ZalarPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Wil Changes resistances: +6% sound / +6% darkness / +6% blight / +6% mind / +6% lightning Maximum encumbrance: +24 Light radius: +1 A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour) traveler's pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: -3% Maximum encumbrance: +20 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Emyba the rough leather gloves (0 def, 1 armour) Emyba the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes resistances: +5% mind / +3% light Changes damage: +3% mind Stun/Freeze immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 52.62 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 46.87 to 140.62 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+3 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+5 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
57 alchemist agate 57 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
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 (58 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 242/400. 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. |
elm harp (5.5 melee - 6.5 ranged sound damage) elm harp (5.5 melee - 6.5 ranged sound damage)Requires: - Cunning 11 2.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Damage (Melee): 6 sound Damage (Ranged): 6 sound Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A small string instrument. |
sonic elm lyre of erosion (8.5-11.05 power, 6 apr, sound damage) sonic elm lyre of erosion (8.5-11.05 power, 6 apr, sound damage)Requires: - Cunning 11 Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: instrument / harp ; tier 1 Base power: 8.5 - 11.1 Uses stats: 15% Dex, 75% Cun Damage type: Sound Mastery: Harp Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 sound / +6 temporal / +6 nature This instrument will act as a bashing device. When wielded/worn: Changes resistances: +6% sound Talent granted: +1 Pluck Strings Mental save: +2 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A small string instrument, packs quite a punch. |
Achievements
By HipHop the Bunnymorph Bard level 10
78th Pyre 122nd year of Ascendancy at 13:32 see stats
By HipHop the Bunnymorph Bard level 20
32nd Dusk 122nd year of Ascendancy at 18:25 see stats
By HipHop the Bunnymorph Bard level 12
78th Pyre 122nd year of Ascendancy at 15:56 see stats
By HipHop the Bunnymorph Bard level 19
20th Dusk 122nd year of Ascendancy at 07:58 see stats
Log
You gain 0.87 gold from the transmogrification of woodsman's iron pickaxe (dig speed 38 turns).
You gain 0.98 gold from the transmogrification of insulating iron helm of strength (+2) (0 def, 3 armour).
You gain 1.13 gold from the transmogrification of insulating iron helm of dexterity (+3) (0 def, 3 armour).
You gain 0.64 gold from the transmogrification of cleansing rough leather cap (0 def, 1 armour).
You gain 1.76 gold from the transmogrification of spiked iron mail armour of fire resistance (2 def, 4 armour).
You gain 0.95 gold from the transmogrification of rough leather armour of resilience (1 def, 2 armour).
You gain 1.27 gold from the transmogrification of cleansing rough leather armour of fire resistance (1 def, 2 armour).
You gain 1.42 gold from the transmogrification of psychokinetic quiver of elm arrows of accuracy (11/11, 16-22.4 power, 5 apr).
You gain 2.52 gold from the transmogrification of mighty elm longbow of sound.
You gain 2.49 gold from the transmogrification of balanced steel dagger (11-14.3 power, 6 apr).
You gain 2.29 gold from the transmogrification of balanced iron dagger of massacre (15-19.5 power, 5 apr).
You gain 2.42 gold from the transmogrification of acidic iron waraxe of phasing (12.5-17.5 power, 8 apr).
You gain 16.76 gold from the transmogrification of Demonsmasher (11-15.4 power, 3 apr).
You gain 15.89 gold from the transmogrification of Polotta the steel longsword (15-21 power, 3 apr).
You gain 3.50 gold from the transmogrification of Bill's Tree Trunk (30-51 power, 7 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (15.5-23.25 power, 1 apr).
You gain 0.25 gold from the transmogrification of iron battleaxe (13.5-20.25 power, 1 apr).
You gain 2.12 gold from the transmogrification of hateful iron battleaxe of massacre (22-33 power, 1 apr).
You gain 19.20 gold from the transmogrification of Naturehunter the elm magestaff (16-19.2 power, 2 apr, arcane element).
You gain 5.00 gold from the transmogrification of Withering Orbs.
You gain 1.13 gold from the transmogrification of sun infusion of the titan (rad 5; power 25; turns 5; dispells darkness).
You gain 0.63 gold from the transmogrification of sun infusion (rad 6; power 20; turns 5; dispells darkness).
There is a Stairway into the Rhaloren Camp here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
HipHop deactivates Song of Direction.
HipHop deactivates Streetwise.
HipHop deactivates Quipster.