









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Walking Armory Evolution for Marauder 1.7.6Adds a new evolution for Marauders, the Walking Armory. Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield. You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots. When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage. When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies). Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Godling 1.7.6 Embers of Rage 1.7.4Official 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Ignore Race/Class Locks 1.7.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Items Vault 1.7.6Donators/Buyers bonus! Exponential Leveling 1.7.4Exponential 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
Timeshaper Class 1.7.4Timeshapers are a variant of Paradox Mage that start off weaker on offence, but stronger on defence. Infinite Dungeon Merchants 1.7.64 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you. There are 19 talent trees (249 talents) available for purchase: Can increase your stats and sub stats: Imbue items: The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.
If you are interested in a main story mode version you can get it here: Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him! Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Steam-Fu 1.7.6Adds a new Tinker subclass and a brawler evolution. --- Steam-Fu Master is a class that combines steamsaw and steamgun to fight in close range. This class revolves around melee range combat, wreaking havoc, and throwing oneself into the fray. Shoot enemies multiple times at the cost of high ammo cost that you feel your ammo pouch has a hole. And do not forget your saw shreds through your foes. Don't worry about surrounded by enemies as you have decent survivability and steam generation, as long as you strategically utilize our injector and steam generator. But don't get cocky, choose your fight wisely as getting over your head is sure way to your demise. Master the way of the Steam-Fu through lead and bloodshed. Attain your glory by any means necessary. --- Steam-Fu Adept is a Class Evolution of Brawler enhancing their martial styles with steamtech. Crush your foes faster with novel techniques born by the blessing of steam. Enjoy! White Monk 1.7.6Adds 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Class: Elder Wyrmic 1.7.6A new wilder class. New Talent Trees: (with some similar, old skills from wyrmic/oozemancer) Wild-Gift/Venom Aspect Old Talent Trees: Technique/Combat Training Class meant to be played on all difficulties but madness, it is too weak for it. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 11 / 89% |
| Size | medium |
| Lifes / Deaths | Killed by Aerymibeth the large brown snake at level 11 on the 40th Dusk 122nd year of Ascendancy at 01:14 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 40 (base 34) |
| Constitution | 34 (base 34) |
| Magic | 15 (base 10) |
| Willpower | 37 (base 34) |
| Cunning | 39 (base 34) |
Resources
| Life | -4/332 |
| Mana | 160/295 |
| Stamina | 145/198 |
| Healing Factor | 1.185336564623 |
| Regeneration | 10.301448446471 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Stealth | 67.760546832942 |
| See Invisible | 67.760546832942 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 51 |
| Crit Chance | 37% |
| APR | 6 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 9.5 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Acid | +6% |
| Cold | +10% |
| Temporal | +13% |
| Blight | +6% |
| Physical | +14% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 6 (63.914983985962%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 16 |
| Spell Save | 22 |
| Mental Save | 26 |
Defense: Resistances
| Darkness | + 19%( 70%) |
| Temporal | + 35%( 70%) |
| Cold | + 35%( 70%) |
| Fire | + 35%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Archery - bows | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by dadadad. Escort: lone alchemist (level 2 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 |
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 Shade. | 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 |
Equipment
| On feet | Lisama the Phoenixorder (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Dex +2, Mag +3 offense ------ Spellpower +4 (+1 eff.) Mindpower +5 (+3 eff.) Damage +6% acid, +9% physical +6% blight Ignore resists +5% fire Ignore Armor +1 defense ------ Armor +1 Disease Resist +22% other ------- Stamina/turn +1.00 EQ when Hit +0.08 A pair of boots made of leather. |
| Quiver | barbed quiver of elm arrows of crippling (10/15, 20-29 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego++] Master Weapon Damage 20.5 - 28.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +19.0% Capacity 15 On Critical: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +2, Wil +3 offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 47.38 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. |
| On head | rough leather cap 'Blackblood' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +1 offense ------ Damage +3% mind Ignore resists +5% darkness defense ------ Armor +1 Fatigue +1% Resistance +14% fire, +6% darkness +5% cold A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) 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 frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% cold defense ------ Resistance +20% cold Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats Dex +3 offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| Main armor | Neriba (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats Cun +2, Dex +1 offense ------ Damage +13% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +22% temporal, +7% all other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Light source | Nerelramina2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: defense ------ Armor +2 Resistance +3% all Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Cut Resist +20% Teleport Resist +20% other ------- Light +3 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. |
| Around waist | rough leather belt 'Emikira'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Mag +2 offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +4 (+2 eff.) When Hit 8 blight defense ------ Resistance +3% temporal other ------- Max vim +10.00 A belt that goes around your waist. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shimmering elm magestaff of paradox (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 temporal While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane other ------- Mana/turn +0.12 Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron longsword of massacre (17-24 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, long, and deadly. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Eilinanor the Icezeal1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Wil +4 offense ------ Mind Crit +1% defense ------ Resistance +3% lightning, +3% cold +6% acid Mind save +3 (+2 eff.) Life +32.00 A belt that goes around your waist. |
Shimmerraven (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% lightning, +9% fire Ignore resists +15% fire When Hit 2 lightning defense ------ Defense +1 (+1 eff.) Resistance +6% darkness Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Cun +2, Dex +1 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Araseba the Hailorder (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Wil +1, Cun +5, Con +2 offense ------ Damage +6% cold Ignore resists +15% cold defense ------ Armor +1 Physical save +12 (+8 eff.) Mind save +12 (+6 eff.) other ------- Max psi +10.00 A pair of boots made of leather. |
Freezeravager the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% cold, +3% nature +6% darkness When Hit 8 cold defense ------ Armor +1 Fatigue -5% Resistance +3% nature Physical save +5 (+4 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
steady hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats Mag +3 offense ------ Damage +5% arcane Accuracy +5 (+2 eff.) defense ------ Armor +2 Physical save +5 (+4 eff.) Mind save +6 (+3 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelosus (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats Str +3, Mag +6, Con +1 offense ------ Damage +3% physical Accuracy +10 (+4 eff.) defense ------ Armor +3 Fatigue +5% Resistance +2% physical other ------- Stamina/turn +1.00 Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 23.5 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Furnacesnake' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1 offense ------ Damage +9% fire Ignore resists +5% fire, +5% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% cold other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By dadadad the Cornac Archer level 10
31st Dusk 122nd year of Ascendancy at 22:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By dadadad the Cornac Archer level 10
33rd Dusk 122nd year of Ascendancy at 06:52 see stats
Log
Aerymibeth the large brown snake hits dadadad for 29 physical, 1 mind, 2 cold, 23 physical, 2 cold (58 total damage).
Melee retaliation hits Aerymibeth the large brown snake for 6 blight, 6 blight (12 total damage).
Deep Wound from Dadadad hits Aerymibeth the large brown snake for 28 physical damage.
Deadly Poison from Dadadad hits Aerymibeth the large brown snake for 36 nature damage.
Deadly Poison from Dadadad hits dadadad for 15 nature damage.
Dadadad uses Called Shots.
Aerymibeth the large brown snake is silenced!
Dadadad's Called Shots hits Aerymibeth the large brown snake for 56 physical, 4 mind (60 total damage).
Aerymibeth the large brown snake is recovering from the damage!
Melee retaliation hits Aerymibeth the large brown snake for 6 blight, 6 blight (12 total damage).
Aerymibeth the large brown snake hits dadadad for 30 physical, 1 mind, 2 cold, 31 physical, 2 cold (66 total damage).
Dadadad is not crippled anymore.
Dadadad has recovered!
Bleeding from Aerymibeth the large brown snake hits dadadad for 20 physical damage.
Deadly Poison from Dadadad hits Aerymibeth the large brown snake for 36 nature damage.
Deep Wound from Dadadad hits Aerymibeth the large brown snake for 28 physical damage.
Deadly Poison from Dadadad hits dadadad for 15 nature damage.
Infusion: Healing is still on cooldown for 2 turns.
Dadadad uses Infusion: Wild.
Dadadad stops bleeding.
Dadadad is cured!
Dadadad lessens the pain.
Dadadad uses Pin Down.
Dadadad starts to bleed.
Dadadad's Dig is disrupted by his wounds!
Aerymibeth the large brown snake performs a melee critical strike against dadadad!
Melee retaliation hits Aerymibeth the large brown snake for 7 blight, 7 blight (15 total damage).
Aerymibeth the large brown snake hits dadadad for 27 physical, 1 mind, 1 cold, 47 physical (77 total damage).
dadadad the level 11 cornac archer was swiped to death by Aerymibeth the large brown snake on level 2 of Norgos Lair.


















































































