Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | 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. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Inferno Race Pack 1.4.0Adds a collection of my races. 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: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. Dremling Horror Race 1.5.2There aren't enough subtypes of dwarf so here are some Horrible dwarves. Items Vault 1.5.0Donators/Buyers bonus! Guaranteed Zones 1.5.2Makes the Sludgenest and Dogroth Caldera always appear on the map after the level requirements have been met and always spawns Director Hompalan who grants access to the Old Conclave Vault. Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Reworked Higher Racials 1.5.2Reworks the Higher racial tree. Gift of the Highborn: For the next 10 turns, heal whenever you use a talent, based on its cost. Overseer of Nations: Unchanged, except for removing the Sight Radius increase. Tended to make playing just more awkward in regards to autoexplore and range 10 talents. Born into Magic: Passively convert some of your Willpower into Magic. At higher Talent Levels, increase the effect of Magic on your spellsave. Highborn's Bloom: Gain increased Max Life, Heal Mod %, and Life Regen. Greatly scales with Willpower. Generic Ranged Training 1.4.0Adds a generic ranged training tree to the game. Archers start with it unlocked, all other classes can purchase it from an archery trainer in Elvala. Basic Ranged Mastery applies to all ranged weapons, but is weaker than more specialized masteries to compensate. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Playable Wight Race 1.4.9Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Ancient |
Class | White Monk |
Level / Exp | 39 / 77% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 256 (base 60) |
Dexterity | 123 (base 60) |
Constitution | 238 (base 60) |
Magic | 111 (base 60) |
Willpower | 119 (base 60) |
Cunning | 135 (base 60) |
Resources
Mana | 3438/3438 |
Negative | 639/639 |
Life | 8836/8836 |
Paradox | 36 |
Stamina | 3312/3312 |
Equilibrium | 10 |
Healing Factor | 2.2132352941176 |
Regeneration | 3497.4683772195 |
Speed
Mental | +90% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +190.29411764706% |
Vision
Sight | 10 |
Lite | 43 |
Infravision | 29 |
See Stealth | 287.46795941224 |
See Invisible | 394.48727810473 |
Offense: Barehand
Damage | 825 |
Accuracy | 141 |
Crit Chance | 175% |
APR | 32 |
Speed | 0.42 |
Offense: Spell
Spellpower | 96 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 100 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 304.25367987835 (100%) |
Defense | 133 |
Ranged Defense | 135 |
Fatigue | 0 |
Physical Save | 120 |
Spell Save | 144 |
Mental Save | 75 |
Defense: Resistances
All | + 15%( 85%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 96% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 86% |
Silence Resistance | 15% |
Bleed Resistance | 100% |
Disarm Resistance | 34% |
Pinning Resistance | 88% |
Instadeath Resistance | 100% |
Knockback Resistance | 78% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 unleash a wave of acid in a cone of radius 6, doing 338.05 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 68 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 12 turns. This enchantment increases your accuracy and armour by 42 and adds 56 arcane damage to all your hits. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 146.57 to 439.71 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1048.92 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 823.32 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 104 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Blink drake aspect | 5.00 |
| 5/5 |
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Technique / Martial Arts | 10.00 |
| 5/5 |
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| 5/5 |
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Technique / Transcending | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Black Belt | 5.00 |
| 5/5 |
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Technique / Unarmed discipline | 5.00 |
| 5/5 |
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| 5/5 |
Cunning / Tactical | 10.00 |
| 5/5 |
| 5/5 |
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| 5/5 |
Technique / Combat techniques | 5.00 |
| 5/5 |
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Technique / Tireless Combatant | 10.00 |
| 5/5 |
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Spell / Enhancement | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 5.00 |
| 5/5 |
| 5/5 |
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Technique / Magical combat | 5.00 |
| 5/5 |
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| 5/5 |
Spell / Earth | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mending | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
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Technique / Rending | 5.00 |
| 5/5 |
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Spell / Stone | 5.10 |
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Spell / Inanimation | 5.00 |
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Generic Talents
Cunning / Survival | 15.00 |
| 5/5 |
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| 5/5 |
| 5/5 |
Technique / Unarmed training | 15.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 15.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.00 |
| 5/5 |
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Undead / Ancient | 5.00 |
| 5/5 |
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Technique / Mobility | 10.00 |
| 5/5 |
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Celestial / Chants | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
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Spell / Divination | 15.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Fending | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
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Technique / Conditioning | 10.00 |
| 5/5 |
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Technique / Agile Combatant | 10.00 |
| 5/5 |
| 5/5 |
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Celestial / Hymns | 10.00 |
| 5/5 |
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| 5/5 |
Prodigies
| 1/1 |
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Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Revive |
talent | Chant of Fortress |
talent | Striking Stance |
talent | Inner Power |
talent | Precise Strikes |
talent | Shock Hands |
talent | Premonition |
talent | Contingency |
talent | Arcane Feed |
talent | Aura of Protection |
talent | Hymn Nocturnalist |
talent | Trained Reactions |
talent | Measured Blows |
talent | Shield Guardian |
talent | Daunting Presence |
talent | Hymn of Perseverance |
talent | Fiery Hands |
talent | Keen Senses |
talent | Crystalline Focus |
talent | Phased Wyrm |
beneficial effect | Countering melee attacks: Has a 92% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you gained talent category Chronomancy / Chronomancy (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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 706. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 bloated horror heart. * You've found the needed warg claw. * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice wyrm tooth. * You've found the needed snow giant kidney. Agrimley 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within20 lumberjacks have died. | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
Psionic focus | voratun shield 'Sewerstrider' (12 def, 3 armour, 206.5 block) voratun shield 'Sewerstrider' (12 def, 3 armour, 206.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to corrode armour by 30% * 20% chance to daze at end of turn Changes stats: +6 Dex / +3 Wil / +6 Con Changes resistances: +18% acid / +27% cold / +3% nature / +20% lightning Reduce damage by fixed amount: +22 all Talent granted: +5 Block Mental save: +10 (+3 eff.) Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +2.00 Handheld deflection devices. |
Light source | Zedir the brass lantern Zedir the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid / 12 mind Changes resistances penetration: +20% acid Changes damage: +15% acid / +6% mind Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Malandur the drakeskin leather cap (0 def, 9 armour) Malandur the drakeskin leather cap (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +5 Str / +5 Wil / +5 Cun Changes resistances: +27% blight / +1% physical / +12% darkness Spell save: +15 (+2 eff.) Mental save: +25 (+6 eff.) Silence immunity: +5% Pinning immunity: +10% Mindpower: +6 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 2 cooldown : Effective talent level: 3.0 Power cost: 2 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1846.6 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Tool | ash wand of trap destruction 'Pyrequencher' [power 44] (2 cooldown) ash wand of trap destruction 'Pyrequencher' [power 44] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% arcane / +20% fire Changes damage: +30% arcane Talent cooldown: Strike (-1 turn) Talent granted: +3 Strike It can be used to disarm traps (44 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | voratun ring 'Balamaran' voratun ring 'Balamaran'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +20 (+3 eff.) Changes stats: +19 Cun / +10 Dex Changes resistances: +14% blight / +3% physical / +18% nature / +3% light Changes resistances penetration: +10% acid Changes damage: +6% acid Physical save: +20 (+3 eff.) Spell save: +12 (+2 eff.) Poison immunity: +29% Disease immunity: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
On fingers | stralite ring 'Eilinetta' stralite ring 'Eilinetta'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+1 eff.) Effects on melee hit: * 22% chance to blind Damage (Melee): 30 light Effects on ranged hit: * 20% chance to blind Damage (Ranged): 31 light Damage when hit (Melee): 4 mind Changes stats: +6 Cun / +6 Mag Changes resistances: +15% mind / +5% arcane Changes damage: +3% arcane Spellpower: +21 (+4 eff.) Mindpower: +9 (+2 eff.) Rings can have magical properties. |
Around waist | Velorinn VelorinnPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +7 Str / +6 Dex / +6 Mag / +13 Wil / +7 Cun Changes resistances: +6% temporal / +14% fire / +9% mind / +15% cold Changes resistances penetration: +10% mind Changes damage: +12% mind Physical save: +17 (+3 eff.) Spell save: +17 (+2 eff.) Mental save: +20 (+5 eff.) Spell crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Main armor | hardened leather armour 'Mucuslore' (3 def, 6 armour) hardened leather armour 'Mucuslore' (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage (Melee): 15 acid / 17 fire Damage when hit (Melee): 13 acid / 13 fire / 20 nature Changes resistances: +22% acid / +30% fire / +12% nature Changes resistances penetration: +25% nature / +20% temporal Changes damage: +18% temporal / +12% nature / +18% fire A suit of armour made of leather. |
On feet | pair of drakeskin leather boots 'Xalrann' (25 def, 7 armour) pair of drakeskin leather boots 'Xalrann' (25 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Defense: +25 (+4 eff.) Fatigue: +5% Changes stats: +6 Mag Changes resistances: +27% temporal / +27% darkness / +5% arcane Changes resistances penetration: +20% temporal / +20% darkness / +5% mind Spell save: +17 (+2 eff.) Mental save: +3 (+1 eff.) Silence immunity: +10% Maximum psi: +40.00 Lowers spell cool-downs by: 10% Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +27% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 3 cooldown : Effective talent level: 30.0 Power cost: 3 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 45% chance to evade melee and ranged attacks and 246 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
On hands | Elorikira the Infernovagrant (0 def, 8 armour) Elorikira the Infernovagrant (0 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +8 Damage (Melee): 10 fire Changes resistances: +8% fire Changes resistances penetration: +5% blight / +10% arcane Changes damage: +8% fire Physical save: +8 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +17 (+5 eff.) Disarm immunity: +34% Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +69.00 When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 50% Mag, 100% Wil, 60% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +4 arcane / +17 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloak | Wrap of Stone (0 def, 10 armour) Wrap of Stone (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) It can be used to activate talent Stone Wall (costing 6 power out of 60/60) : Effective talent level: 5.7 Power cost: 6 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 16 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 422.73 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Around neck | Airtrail the stralite amulet Airtrail the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 39% chance to corrode armour by 30% Damage when hit (Melee): 12 fire Changes stats: +6 Dex Changes resistances: +12% acid / +12% lightning Changes resistances penetration: +20% acid Changes damage: +18% acid / +15% fire / +18% lightning Amulets can have magical properties. |
Inventory
Rune of the Rift (626.00 temporal damage, removed from time 4 turns) Rune of the Rift (626.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 738.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
savage's gold ring of tenacity savage's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Spell save: +16 (+2 eff.) Disarm immunity: +38% Pinning immunity: +38% Knockback immunity: +38% Maximum life: +35.00 Maximum stamina: +28.00 Rings can have magical properties. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
9 agate 9 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
646 alchemist agate 646 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.00 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lisyreda (dig speed 15 turns) Lisyreda (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +2 Cun / +2 Str Changes resistances: +8% darkness / +8% fire Critical mult.: +25.00% Blindness immunity: +20% Disease immunity: +15% Silence immunity: +10% Stun/Freeze immunity: +15% Hate when firing a critical mind attack: +5.00 Mental crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (22/22) Rod of Recall (22/22)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 18 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. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ragequit the Ancient White Monk level 35
14th Haze 122nd year of Ascendancy at 08:37 see stats
By Ragequit the Ancient White Monk level 6
4th Mirth 122nd year of Ascendancy at 20:22 see stats
By Ragequit the Ancient White Monk level 5
79th Pyre 122nd year of Ascendancy at 19:56 see stats
By Ragequit the Ancient White Monk level 30
65th Dusk 122nd year of Ascendancy at 01:47 see stats
By Ragequit the Ancient White Monk level 24
60th Dusk 122nd year of Ascendancy at 15:49 see stats
By Ragequit the Ancient White Monk level 31
65th Dusk 122nd year of Ascendancy at 03:41 see stats
By Ragequit the Ancient White Monk level 10
4th Dusk 122nd year of Ascendancy at 20:03 see stats
By Ragequit the Ancient White Monk level 20
50th Dusk 122nd year of Ascendancy at 22:26 see stats
By Ragequit the Ancient White Monk level 30
64th Dusk 122nd year of Ascendancy at 11:56 see stats
By Ragequit the Ancient White Monk level 19
50th Dusk 122nd year of Ascendancy at 22:26 see stats
By Ragequit the Ancient White Monk level 29
63rd Dusk 122nd year of Ascendancy at 22:35 see stats
By Ragequit the Ancient White Monk level 18
50th Dusk 122nd year of Ascendancy at 12:53 see stats
By Ragequit the Ancient White Monk level 13
42nd Dusk 122nd year of Ascendancy at 16:30 see stats
By Ragequit the Ancient White Monk level 31
65th Dusk 122nd year of Ascendancy at 03:41 see stats
By Ragequit the Ancient White Monk level 7
2nd Flare 122nd year of Ascendancy at 10:14 see stats
By Ragequit the Ancient White Monk level 12
17th Dusk 122nd year of Ascendancy at 10:37 see stats
By Ragequit the Ancient White Monk level 18
50th Dusk 122nd year of Ascendancy at 12:55 see stats
By Ragequit the Ancient White Monk level 7
4th Flare 122nd year of Ascendancy at 04:33 see stats
By Ragequit the Ancient White Monk level 12
17th Dusk 122nd year of Ascendancy at 01:44 see stats
By Ragequit the Ancient White Monk level 5
79th Pyre 122nd year of Ascendancy at 19:56 see stats
By Ragequit the Ancient White Monk level 5
79th Pyre 122nd year of Ascendancy at 19:56 see stats
Log
Today is the 76th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Ragequit deactivates Crystalline Focus.
Ragequit deactivates Hymn of Perseverance.
A shield forms around Ragequit.
Ragequit deactivates Phased Wyrm.
Ragequit deactivates Revive.
Ragequit deactivates Arcane Feed.
Ragequit deactivates Measured Blows.
Ragequit deactivates Shock Hands.
Ragequit deactivates Striking Stance.
Ragequit deactivates Hymn Nocturnalist.
Ragequit deactivates Fiery Hands.
Ragequit deactivates Trained Reactions.
Ragequit deactivates Keen Senses.
Ragequit deactivates Aura of Protection.
Ragequit deactivates Precise Strikes.
Ragequit deactivates Inner Power.
Ragequit deactivates Premonition.
Ragequit deactivates Arcane Combat.
Ragequit deactivates Daunting Presence.
Ragequit deactivates Stone Skin.
Ragequit deactivates Chant of Fortress.
Ragequit deactivates Contingency.
Ragequit deactivates Shield Guardian.