Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Reaver Tweaks 1.2.4 Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Faction Allies for Final Fight 1.2.3Allows you to choose one faction ally for the final battle, for added variety. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Half Orcs 1.2.5You are the bastard son of an orc invader from the east and a farmer's wife. Introducing Half-Orcs! 0.0.2 Bugfix Release: 0.0.3 0.0.4 0.0.5 0.0.6 "Home sweet home Edition" Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Witch Doctor Class 1.2.2Contains a new hybrid class, combination of wilder and defiler that focuses on debuffs. Note:Equilibrium is increased by 5x the amount of Vim used. Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Shadowmancy 1.2.1 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:
[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.] Additional Talent Points for Adventurers 1.3.1This mod is a personal project to modify the adventurer class in a way that gives them more options, without going into ridiculously overpowered territory; as well as to learn a bit about lua as I try to make my own mods. It is not intended to be balanced. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Items Vault 1.3.0Donators/Buyers bonus! Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): 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 Deep Dwarf 1.2.3Adds a dwarven subrace of ancestral worshippers. Racial talents center around healing and are helpful in surviving the early stages on higher difficulty modes, but lack an offensive punch. Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Wights 1.0.4Adds Wights as playable undead race. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Fallen |
| Class | Adventurer |
| Level / Exp | 83 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 21 on the 1st Dusk 122nd year of Ascendancy at 10:35 2 / 6Killed by multi-hued crystal at level 33 on the 20th Dusk 122nd year of Ascendancy at 06:27 Killed by Belumivea the elven blood mage at level 60 on the 47th Dusk 122nd year of Ascendancy at 04:38 Killed by Belumivea the elven blood mage at level 60 on the 47th Dusk 122nd year of Ascendancy at 06:20 Killed by Xanytta the rogue at level 82 on the 7th Haze 122nd year of Ascendancy at 12:10 Killed by Alcarh the Blighted at level 83 on the 8th Haze 122nd year of Ascendancy at 01:45 |
Primary Stats
| Strength | 132 (base 12) |
| Dexterity | 30 (base 12) |
| Constitution | 62.594243449887 (base 31) |
| Magic | 107 (base 92) |
| Willpower | 107 (base 92) |
| Cunning | 96 (base 60) |
Resources
| Mana | 1121/1127 |
| Equilibrium | 3 |
| Vim | 256/256 |
| Life | 2118/2147 |
| Stamina | 512/516 |
| Healing Factor | 1.1133333333334 |
| Regeneration | 7.9791731261404 |
Speed
| Mental | +15.05184285983% |
| Attack | +15.05184285983% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14.1 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 133 |
| Accuracy | 72 |
| Crit Chance | 66% |
| APR | 21 |
| Speed | 0.87 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 96.076638025059 |
| Crit Chance | 95% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57.766666666667 |
| Crit Chance | 64% |
| Speed | 0.86917338752959 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 175.49428590822 (100%) |
| Defense | 43.109344727222 |
| Ranged Defense | 48.109344727222 |
| Fatigue | 28 |
| Physical Save | 55.228568356236 |
| Spell Save | 56.710520467064 |
| Mental Save | 49.928285498141 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Silence Resistance | 23% |
| Bleed Resistance | 77% |
| Confusion Resistance | 21% |
| Stun Resistance | 100% |
| Knockback Resistance | 64% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 477 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Blight | 1.30 |
| 7/5 |
| 4/5 |
| 7/5 |
| 8/5 |
| Spell / Elementalism | 1.30 |
| 7/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 7/5 |
| 6/5 |
| 7/5 |
| 7/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Corruption / Doom shield | 1.30 |
| 7/5 |
| 8/5 |
| 6/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 7/5 |
| 7/5 |
| 1/5 |
| 6/5 |
| Spell / Blight | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Corruption / Demonic pact | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 8/5 |
Generic Talents
| Corruption / Blood magic | 1.50 |
| 8/5 |
| 7/5 |
| 7/5 |
| 8/5 |
| Technique / Mage warden | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.70 |
| 5/5 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat Casting | 1.30 |
| 7/5 |
| 8/5 |
| 7/5 |
| 7/5 |
| Race / Fallen | 1.00 |
| 8/5 |
| 7/5 |
| 7/5 |
| 8/5 |
| Corruption / Corrupted nature | 1.30 |
| 7/5 |
| 1/5 |
| 1/5 |
| 7/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 7/5 |
| 5/5 |
| 1/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Eldritch Combat |
| talent | Blood Vengeance |
| talent | Acidic Skin |
| talent | Twisted |
| talent | Quintessence |
| talent | Dark Ritual |
| talent | Willful Tormenter |
| talent | Hardened Core |
| talent | Eldritch Aura |
| talent | Weakening Aura |
| talent | Eldritch Body |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Wielding two staves is possible for Mage Knights, but requires a great investiture of magical energy to channel power between both staves; as a result, all damage is reduced by 0%. Dual Staves |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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: 68. | 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. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Gilugas the pair of rough leather boots (3 def, 1 armour) Gilugas the pair of rough leather boots (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +2 Wil / +2 Mag Changes damage: +6% mind Mental save: +15 (+5 eff.) Silence immunity: +23% Confusion immunity: +21% Stun/Freeze immunity: +25% Mana each turn: +0.18 Maximum mana: +28.00 Spell crit. chance: +2% Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A pair of boots made of leather. Press to compare |
| Light source | bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
| On head | Korechak the rough leather cap (5 def, 3 armour) Korechak the rough leather cap (5 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +5 Armour: +3 Defense: +5 (+2 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to disease Effects when hit in melee: * 11% chance to gain 10% of a turn Damage when hit (Melee): 4 blight Changes stats: +5 Cun / +3 Dex Changes resistances: +21% acid Changes resistances penetration: +5% acid / +5% blight Changes damage: +18% acid Infravision radius: +2 A cap made of leather. Press to compare |
| Tool | dragonbone wand of trap destruction 'Drayarain' [power 156] (23 cooldown) dragonbone wand of trap destruction 'Drayarain' [power 156] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 20 arcane Changes stats: +1 Wil Changes resistances: +5% arcane Maximum wards: +9 lightning / +8 temporal / +10 blight / +10 fire / +9 cold Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Void Blast +5 Volcano +2 Ward Mana each turn: +0.60 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum vim: +33.00 Spell crit. chance: +2% It can be used to disarm traps (156 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
| On fingers | Emeludhevea the copper ring Emeludhevea the copper ringPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +4 Physical power: +19 (+4 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Str Changes resistances: +14% acid / +13% fire / +14% cold / +14% lightning Life regen: +0.20 Vim when hitting in melee: +1.00 Spellpower: +14 (+3 eff.) Mindpower: +13 (+4 eff.) Rings can have magical properties. Press to compare |
| On fingers | painweaver's steel ring of life painweaver's steel ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) Changes damage: +6% all Life regen: +1.10 Vim each turn: +1.00 Vim when hitting in melee: +0.00 Maximum life: +59.00 Spellpower: +11 (+2 eff.) Mindpower: +11 (+3 eff.) Healing mod.: +17% Rings can have magical properties. Press to compare |
| Around neck | gold amulet 'Korugen' gold amulet 'Korugen'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +2 Defense: +11 (+4 eff.) Fatigue: -2% Changes stats: +4 Str / +13 Cun / +9 Lck Changes resistances: +1% physical / +9% temporal Changes damage: +9% blight / +7% fire Critical mult.: +14.00% Physical save: +3 (+1 eff.) Spellpower: +8 (+2 eff.) Reduce all damage from unseen attackers: 15% Amulets can have magical properties. Press to compare |
| In main hand | Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Blood Grasp (20% chance level 3). On weapon hit: * deal bonus arcane and darkness damage On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+5 eff.) Spell crit. chance: +12% It can be used to activate talent Corrupted Negation (costing 10 power out of 10/10) : Effective talent level: 3.9 Power cost: 10 out of 10/10. Range: 10 Travel Speed: instantaneous Is: a spell Description: Project a corrupted blast of power that deals 188.03 blight damage and removes up to 4 magical or physical effect(s) from any creatures caught in the radius 3 ball. For each effect, the creature has a chance to resist based on its spell save. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. Press to compare |
| On hands | blighted rough leather gloves of dexterity (+2) (0 def, 1 armour) blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Damage (Melee): 5 blight Changes stats: +2 Dex Changes resistances: +5% blight Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
| In off hand | Mardudan the Brandclash (12 def, 3 armour, 204 block) Mardudan the Brandclash (12 def, 3 armour, 204 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 24 lightning / 76 fire Changes stats: +8 Str Changes resistances: +23% lightning / +30% cold / +37% fire Changes resistances penetration: +5% blight / +15% fire Changes damage: +15% blight / +6% fire Talents granted: +5 Block +1 Fiery Portal Handheld deflection devices. Press to compare |
| Cloak | elven-silk cloak 'Xelenor' (18 def, 0 armour) elven-silk cloak 'Xelenor' (18 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Defense: +18 (+6 eff.) Changes stats: +7 Str / +8 Dex / +6 Mag / +10 Wil / +4 Cun / +10 Con Changes resistances: +10% acid / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +5% acid Changes damage: +6% mind Talent mastery: +0.40 Technique / Combat training Maximum encumbrance: +30 Physical save: +15 (+5 eff.) Spell save: -9 (-3 eff.) Mental save: +15 (+5 eff.) Stamina each turn: +1.40 Mana each turn: -0.60 Maximum life: +47.00 Maximum mana: +52.00 Maximum stamina: +5.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Reduces incoming crit damage: 0.00% Stun/Freeze immunity: +61% Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. Press to compare |
Inventory
wild infusion (resist 10%; cure mental) wild infusion (resist 10%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion (resist 10%; cure mental, magical) wild infusion (resist 10%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental or magical effect and reduce all damage taken by 10% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the titan (resist 16%; cure mental) wild infusion of the titan (resist 16%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the warrior (resist 31%; cure mental) wild infusion of the warrior (resist 31%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
manasurge rune (750% regen over 10 turns; 38 instant mana) manasurge rune (750% regen over 10 turns; 38 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 750% over 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the titan (1330% regen over 10 turns; 67 instant mana) manasurge rune of the titan (1330% regen over 10 turns; 67 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1330% over 10 turns and instantly restoring 67 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) Press to compare |
Arrows of Manalocking (20/20, 111% power, 5 apr) Arrows of Manalocking (20/20, 111% power, 5 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Power: 111% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
This item will automatically be transmogrified when you leave the level. elemental pouch of dwarven-steel shots of crippling (23/23, 141% power, 3 apr)elemental pouch of dwarven-steel shots of crippling (23/23, 141% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 142% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +16.0% Capacity: 23 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. miasmic rough leather armour of fire resistance (1 def, 2 armour)miasmic rough leather armour of fire resistance (1 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage (Ranged): 6 acid Changes resistances: +14% acid / +18% fire / +14% nature A suit of armour made of leather. Press to compare |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
shattering iron pickaxe (dig speed 19 turns) shattering iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +11% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 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. |
Eilinumira [power 27] (30 cooldown) Eilinumira [power 27] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 physical Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +2 Silence Maximum encumbrance: +30 Physical save: +6 (+2 eff.) Psi each turn: +0.23 Maximum life: +30.00 Healing mod.: +15% It can be used to teleport randomly (rad 27), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
demon seed [fire imp] (level 3, mainhand) demon seed [fire imp] (level 3, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand) demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 25, mainhand) demon seed [quasit] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 26, mainhand) demon seed [quasit] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 50, mainhand) demon seed [quasit] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 11, mainhand) demon seed [water imp] (level 11, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, finger) demon seed [dolleg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 12, mainhand) demon seed [dúathedlen] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 50, finger) demon seed [dúathedlen] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 12, mainhand) demon seed [thaurhereg] (level 12, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 2 The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand) demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 11, body) demon seed [wretch titan] (level 11, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 16.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 5, body) demon seed [wretch titan] (level 5, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 13.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, mainhand) demon seed [champion of Urh'Rok] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, offhand) demon seed [forge-giant] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
Achievements
A different point of view (Uniques)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alcarh the Blighted the Fallen Adventurer level 52
23rd Dusk 122nd year of Ascendancy at 23:19 see stats
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Alcarh the Blighted the Fallen Adventurer level 22
12nd Dusk 122nd year of Ascendancy at 07:17 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Alcarh the Blighted the Fallen Adventurer level 79
55th Dusk 122nd year of Ascendancy at 14:53 see stats
Home sweet home (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alcarh the Blighted the Fallen Adventurer level 52
23rd Dusk 122nd year of Ascendancy at 18:47 see stats
Level 10 (Uniques)
Got a character to level 10.By Alcarh the Blighted the Fallen Adventurer level 10
10th Mirth 122nd year of Ascendancy at 01:25 see stats
Level 20 (Uniques)
Got a character to level 20.By Alcarh the Blighted the Fallen Adventurer level 20
4th Flare 122nd year of Ascendancy at 20:41 see stats
Level 30 (Uniques)
Got a character to level 30.By Alcarh the Blighted the Fallen Adventurer level 30
19th Dusk 122nd year of Ascendancy at 23:13 see stats
Level 40 (Uniques)
Got a character to level 40.By Alcarh the Blighted the Fallen Adventurer level 40
22nd Dusk 122nd year of Ascendancy at 06:21 see stats
Level 50 (Uniques)
Got a character to level 50.By Alcarh the Blighted the Fallen Adventurer level 50
23rd Dusk 122nd year of Ascendancy at 03:35 see stats
Savior of the damsels in distress (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Alcarh the Blighted the Fallen Adventurer level 79
49th Dusk 122nd year of Ascendancy at 15:06 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Alcarh the Blighted the Fallen Adventurer level 53
46th Dusk 122nd year of Ascendancy at 19:17 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Alcarh the Blighted the Fallen Adventurer level 32
19th Dusk 122nd year of Ascendancy at 23:56 see stats
The Arena (Uniques)
Unlocked Arena mode.By Alcarh the Blighted the Fallen Adventurer level 15
2nd Summertide 122nd year of Ascendancy at 06:10 see stats
The Legend of Garkul (Uniques)
Learned the five chapters of the Legend of Garkul.By Alcarh the Blighted the Fallen Adventurer level 52
23rd Dusk 122nd year of Ascendancy at 23:19 see stats
The secret city (Uniques)
Discovered the truth about mages.By Alcarh the Blighted the Fallen Adventurer level 17
3rd Flare 122nd year of Ascendancy at 09:28 see stats
The sky is falling! (Uniques)
Saw a huge meteor falling from the sky.By Alcarh the Blighted the Fallen Adventurer level 33
20th Dusk 122nd year of Ascendancy at 02:33 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Alcarh the Blighted the Fallen Adventurer level 51
23rd Dusk 122nd year of Ascendancy at 17:19 see stats
Log
Talent Overkill is ready to use.
Alcarh the Blighted activates Blood Vengeance.
Alcarh the Blighted talent 'Poisonous Spores' is disrupted by nature for using vim.
Alcarh the Blighted activates Willful Tormenter.
Alcarh the Blighted talent 'Prismatic Slash' is disrupted by nature for using vim.
Talent Poisonous Spores is ready to use.
Talent Prismatic Slash is ready to use.
Talent Dark Ritual is ready to use.
Talent Hardened Core is ready to use.
Talent Quintessence is ready to use.
Talent Acidic Skin is ready to use.
The skin of Alcarh the Blighted starts dripping acid.
Alcarh the Blighted activates Quintessence.
Alcarh the Blighted activates Hardened Core.
Alcarh the Blighted talent 'Slime Roots' is disrupted by nature for using vim.
Alcarh the Blighted activates Dark Ritual.
Alcarh the Blighted talent 'Prismatic Slash' is disrupted by nature for using vim.
Talent Slime Roots is ready to use.
Talent Prismatic Slash is ready to use.
Rested for 28 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You may not auto-explore this level.
Today is the 8th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Welcome to level 83 [Alcarh the Blighted].
Alcarh the Blighted has 2 stat point(s), 2 class talent point(s), 2 generic talent point(s), 2 category point(s) to spend. Press p to use them.
Saving game...
