












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
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 Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. 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" Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Prodigy Tweaks 1.5.5 Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Items Vault 1.5.0Donators/Buyers bonus! Treant Race 1.1.5Adds in a Treant Race. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. 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. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. ZOmnibus Lite 1.5.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Faerie Race 1.5.2This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Bastion 1.5.10A complete rework for Bulwark. Randboss Rando 1.3.1Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Female |
Race | Homosuperior |
Class | Rogue |
Level / Exp | 50 / 10721% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 77 (base 60) |
Constitution | 83 (base 60) |
Magic | 102 (base 60) |
Willpower | 93 (base 60) |
Cunning | 87 (base 60) |
Resources
Mana | 0/809 |
Equilibrium | 20 |
Vim | 246/246 |
Life | 2147/2147 |
Stamina | 394/394 |
Psi | 213/213 |
Healing Factor | 1.4328063241106 |
Regeneration | 2.8656126482212 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +160% |
Vision
Sight | 10 |
Lite | -996 |
Infravision | 12 |
See Stealth | 120.07736947289 |
See Invisible | 113.07736947289 |
Stealth | 86.026221180195 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 276 |
Accuracy | 84 |
Crit Chance | 83% |
APR | 65 |
Speed | 1.00 |
Offense: Offhand
Damage | 227 |
Accuracy | 84 |
Crit Chance | 83% |
APR | 65 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 66 |
Crit Chance | 43% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +6% |
Arcane | +17% |
Light | +24% |
All | 0% |
Offense: Damage Penetration
Acid | +57% |
Nature | +77% |
Physical | +60% |
Mind | +57% |
All | +52% |
Defense: Base
Armour (hardiness) | 29 (85.329153605016%) |
Defense | 64 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 65 |
Mental Save | 57 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 46%( 70%) |
All | + 15%( 70%) |
Lightning | + 33%( 70%) |
Light | + 66%( 70%) |
Temporal | + 40%( 70%) |
Fire | + 20%( 70%) |
Mind | + 18%( 70%) |
Defense: Immunities
Silence Resistance | 38% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 30% |
Disarm Resistance | 34% |
Poison Resistance | 30% |
Blind Resistance | 64% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 25 turns. |
Class Talents
Cunning / Artifice | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 3.09 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 3.09 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 2.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 2.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Throwing knives | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Poisons | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 2.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 2.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 2.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Volatile Poison |
talent | Stealth |
talent | Leeching Poison |
talent | Bone Shield |
talent | Daunting Presence |
talent | Apply Poison |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Trained Reactions |
talent | Lacerating Strikes |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed vampire lord fang. * You've found the needed bear paw. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Dex +4 Con dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +9 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +3% Phys.save +30 (+7 eff.) Silence- +38% Confus- +34% Stun/Frz- +30% A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun dps ---------- Crit.mult +5.00% ---------- misc Light +4 Telepathy Humanoid/Orc A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag +7 Wil +2 Con dps ---------- Dmg.mod +17% arcane +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +3 (+1 eff.) Resists +28% light +3% mind Phys.save +11 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 8 cooldown Level 10.0 Pwr.cost 8 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 40 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 11 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane While equipped: Stats +5 Str +18 Mag +14 Wil dps ---------- Melee+ 8 acid 11 light 7 lightning 8 fire 14 arcane 8 cold Dmg.mod +9% light ----- def ----- Armour +3 Resists +8% arcane +12% light Unarmed combat: Power 27.5 - 30.3 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +15 ice +22 acid +27 lightning +27 fire +18 arcane On Hit: 10% Manathrust 3 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 12% chance to blind Disperse Magic: Puts all charms on 16 cooldown Level 6.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Mind.crit +1% Res.pen +5% mind ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Psi/ret +0.04 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +6 Mag +8 Cun +5 Con dps ---------- Spell.pwr +13 (+4 eff.) ----- def ----- Resists +9% blight Phys.save +20 (+5 eff.) Poison- +15% Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +15% temporal Phys.save +30 (+7 eff.) Spell.save +20 (+5 eff.) Blind- +64% Poison- +15% Confus- +35% ---------- misc Infravis +5 See.Stealth +20 See.Invis +13 Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Mag +7 Con dps ---------- Dmg.mod +6% temporal Res.pen +5% acid +25% nature Melee Ret 8 temporal ----- def ----- Resists +6% temporal ---------- misc Masteries +0.39 Technique/Combat techniques +0.39 Cunning/Stealth Amulets can have magical properties. |
In main hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Master Power 46.5 - 60.5 Physical Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing While equipped: Stats +3 Str +3 Mag dps ---------- Phys.crit +8.0% Phys.pwr +8 (+1 eff.) Acc +8 (+1 eff.) ----- def ----- Defense +11 (+3 eff.) Fatigue -6% Resists +6% temporal +6% fire Disarm- +34% Sharp, short and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% lightning +3% temporal +20% light Spell.save +25 (+7 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 37.0 - 48.1 Physical Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +11 temporal +23 nature On Hit: * Slows global speed by 40% On Crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +11 (+2 eff.) Res.pen +8% physical Acc +12 (+2 eff.) Apr +8 ----- def ----- Resists +12% lightning Mind.save +6 (+2 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Cun dps ---------- Phys.crit +4.0% Crit.mult +6.00% ----- def ----- Defense +2 (+0 eff.) Resists +3% lightning Max.HP +40.00 ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Cun +7 Wil dps ---------- On Hit (Melee): * 20% chance to disease ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +8% Resists +15% acid +36% cold Mind.save +29 (+8 eff.) ---------- misc Max.hate +2.00 Max.psi +30.00 Telepathy Demon/Minor Demon/Major Breathe water A suit of armour made of leather. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 791 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% fire +14% cold ---------- misc Masteries +0.15 Technique/Combat training Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +15% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% lightning +15% temporal +21% mind Confus- +35% Amulets can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% fire +9% darkness +15% arcane Phasing +40% Melee Ret 16 arcane ----- def ----- Resists +9% darkness +30% fire ---------- misc Vim/s.crit +5.00 Rings can have magical properties. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +3% lightning +20% cold +6% darkness Mind.save +42 (+11 eff.) ---------- misc Breathe water A cap made of leather. |
![]() 0.0 T4 blue gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Dmg.mod +8% all Defense +25 (+6 eff.) Item imbue powers: Dmg.mod +8% all Defense +25 (+6 eff.) When used as an alchemist bomb: Additional 40 acid damage Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
large geode large geode0.0 T4 stone gem [Normal] While equipped: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 Item imbue powers: HP.reg +2.00 Heal.mod +10% Stam/turn +0.80 Mana/turn +0.80 Psi/turn +0.80 When used as an alchemist bomb: Additional 40 physical damage Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 white gem [Normal] While equipped: Armour +16 Resists +4% all Item imbue powers: Armour +16 Resists +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.spd +10% Spell.spd +10% Mind.spd +10% Item imbue powers: Phys.spd +10% Spell.spd +10% Mind.spd +10% When used as an alchemist bomb: Additional 90 fire burn damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 157 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
By Hilda the Homosuperior Rogue level 10
75th Pyre 122nd year of Ascendancy at 02:13 see stats
By Hilda the Homosuperior Rogue level 20
1st Mirth 122nd year of Ascendancy at 20:46 see stats
By Hilda the Homosuperior Rogue level 30
2nd Mirth 122nd year of Ascendancy at 15:21 see stats
By Hilda the Homosuperior Rogue level 40
2nd Summertide 122nd year of Ascendancy at 18:07 see stats
By Hilda the Homosuperior Rogue level 50
3rd Summertide 122nd year of Ascendancy at 08:43 see stats
By Hilda the Homosuperior Rogue level 50
2nd Flare 122nd year of Ascendancy at 22:53 see stats
By Hilda the Homosuperior Rogue level 50
3rd Summertide 122nd year of Ascendancy at 13:57 see stats
By Hilda the Homosuperior Rogue level 33
4th Mirth 122nd year of Ascendancy at 14:06 see stats
By Hilda the Homosuperior Rogue level 50
3rd Summertide 122nd year of Ascendancy at 14:08 see stats
By Hilda the Homosuperior Rogue level 19
1st Mirth 122nd year of Ascendancy at 06:44 see stats
By Hilda the Homosuperior Rogue level 50
1st Flare 122nd year of Ascendancy at 17:56 see stats
By Hilda the Homosuperior Rogue level 33
4th Mirth 122nd year of Ascendancy at 13:24 see stats
Log
Automatic use of talent Mind Sear skipped: cooldown too low (1).
Ran for 6 turns (stop reason: at exit).
You gain 2.17 gold from the transmogrification of stabilizing voratun helm of constitution (+9) (0 def, 5 armour).
You gain 4.72 gold from the transmogrification of polar drakeskin leather gloves of the verdant (0 def, 3 armour).
You gain 13.16 gold from the transmogrification of ravager's drakeskin leather belt of burglary.
You gain 6.58 gold from the transmogrification of fearforged voratun mail armour (5 def, 10 armour).
You gain 4.04 gold from the transmogrification of spiked steel mail armour of the deep (2 def, 9 armour).
You gain 2.52 gold from the transmogrification of spiked drakeskin leather armour of lightning resistance (5 def, 8 armour).
You gain 5.26 gold from the transmogrification of dreamer's cashmere robe of power (2 def, 0 armour).
You gain 7.95 gold from the transmogrification of hateful voratun greatsword of evisceration (64-102.4 power, 4 apr).
You gain 9.20 gold from the transmogrification of caustic stralite greatsword of crippling (51.5-82.4 power, 3 apr).
You gain 4.25 gold from the transmogrification of thought-forged iron battleaxe of erosion (13.5-20.25 power, 1 apr).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Today is the 73rd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:10.
Today is the 74th Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:31.
There is a Mark of the Spellblaze here (press '' or right click to use).
Ran for 4 turns (stop reason: interesting terrain).
Hilda deactivates Volatile Poison.
Hilda deactivates Stealth.
Hilda deactivates Precise Strikes.
Hilda deactivates Apply Poison.
Hilda deactivates Elemental Harmony.
Hilda deactivates Leeching Poison.
Hilda deactivates Lacerating Strikes.
Hilda deactivates Bone Shield.
Hilda deactivates Trained Reactions.
Hilda deactivates Daunting Presence.