









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
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 Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. 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! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Extra Dungeons 1.4.8In 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: 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. 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. 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. Werebeast Class 1.0.5Add a Werebeast class to the Wilder metaclass. Cursed by Nature to become an avenger against all who harm her. Its a bit Cursed, a bit Wyrmic and a bit Rogue. Contains 6 mostly unique Wild-Curse talent categories. Forum link: http://forums.te4.org/viewtopic.php?f=50&t=35100&start=0 Allow Respec Anywhere 1.2.3Monk 1.1.5Monk for versions b42 and above. 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: Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Treant Race 1.1.5Adds in a Treant Race. Items Vault 1.5.0Donators/Buyers bonus! 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. 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 1.5.3Quality 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. 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 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Conveyance Reward 1.4.8This 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. 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 on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Better Item Description 1.5.5This 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 Barbarian Class Fork 1.2.3Adds the Barbarian class to the Wilder sub-group. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Homosuperior |
Class | Archmage |
Level / Exp | 22 / 91% |
Size | medium |
Lifes / Deaths | Killed by Yvesemina the cave bear at level 8 on the 78th Pyre 122nd year of Ascendancy at 08:09 / 7Killed by Drbo the dwarf at level 13 on the 8th Flare 122nd year of Ascendancy at 01:04 Killed by venom wyrm at level 18 on the 13rd Haze 122nd year of Ascendancy at 06:16 Killed by multi-hued drake at level 18 on the 13rd Haze 122nd year of Ascendancy at 12:08 Killed by Aerethra the xaren's temporal clone at level 18 on the 13rd Haze 122nd year of Ascendancy at 23:38 Killed by Urkis, the High Tempest at level 19 on the 14th Haze 122nd year of Ascendancy at 08:13 Killed by thief at level 21 on the 17th Haze 122nd year of Ascendancy at 15:47 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 20 (base 10) |
Constitution | 30 (base 25) |
Magic | 61 (base 50) |
Willpower | 69 (base 48) |
Cunning | 23 (base 11) |
Resources
Life | 640/640 |
Mana | 444/444 |
Equilibrium | 2111 |
Vim | 70/134 |
Healing Factor | 1.15 |
Regeneration | 2.3000000000001 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +140% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 8 |
See Stealth | 62.136973356832 |
See Invisible | 80.560964849542 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 24 |
Accuracy | 29 |
Crit Chance | 16% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +16% |
Light | +10% |
Cold | +6% |
Arcane | +25% |
Fire | +6% |
Acid | +6% |
Offense: Damage Penetration
Mind | +15% |
Defense: Base
Armour (hardiness) | 15 (35.629139072848%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 45 |
Mental Save | 39 |
Defense: Resistances
Physical | + 5%( 70%) |
Lightning | + 22%( 70%) |
Light | + 14%( 70%) |
Cold | + 16%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 28%( 70%) |
Fire | + 16%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Silence Resistance | 31% |
Bleed Resistance | 10% |
Confusion Resistance | 100% |
Disarm Resistance | 33% |
Knockback Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 35% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 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 or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 233 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 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 1306% over 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Arcane | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 0.90 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Arcane Power |
talent | Shielding |
talent | Keen Senses |
talent | Arcane Shield |
talent | Bone Shield |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The target is surrounded by a magical shield, absorbing 156/156 damage before it crumbles. Damage Shield |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Random Unique] Master While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) Res.pen +10% mind Apr +5 Melee Ret 8 nature ----- def ----- Armour +6 Fatigue +1% ---------- misc Equi/ret +0.12 Infravis +2 Telepathy Demon/Minor Demon/Major A pair of boots made of leather. |
Light source | ![]() 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 34.16 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.99 to 119.97 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Tool | ![]() 2.0 T1 totem charm [Random Unique] Nature While equipped: dps ---------- Spell.crit +1% ----- def ----- Resists +6% blight +9% lightning Cut- +10% Silence- +5% ---------- misc Mana/s.crit +2.00 Remove up to 1 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Silence- +26% ---------- misc Mana/turn +0.15 Rings can have magical properties. |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +2 Mag ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Mana/turn +0.15 Max.mana +22.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T1 staff 2H weapon [Random Unique] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +10% arcane ----- def ----- Resists +1% physical Blind- +15% Disarm- +10% Knockbk- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +20 (+6 eff.) Mind.save +6 (+2 eff.) Disarm- +23% ---------- misc Mana/turn +0.14 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 9.0 T1 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.crit +3% Dmg.mod +9% arcane Melee Ret 8 arcane 11 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Mind.save +11 (+4 eff.) ---------- misc Mana/s.crit +3.00 A suit of armour made of leather. |
Cloak | ![]() 2.0 T1 cloak armor [Random Unique] Arcane While equipped: Stats +3 Mag +7 Wil +3 Cun dps ---------- Spell.crit +5% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +1.00 Telepathy Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +12% fire +13% cold ---------- misc Mana/turn +0.24 Max.mana +35.00 Amulets can have magical properties. |
Inventory
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Random Unique] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) S.pwr/crit +4 Dmg.mod +19% arcane ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Random Unique] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -6% Spell.save +6 (+2 eff.) ---------- misc Size +1 Telepathy Dragon A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +12% cold Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T1 hands armor [Random Unique] Master While equipped: Stats +7 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +6% fire Res.pen +15% fire ----- def ----- Armour +1 Fatigue -2% ---------- misc Light +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +20.00 A suit of armour made of leather. |
![]() 0.0 T1 misc [Unique] Read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 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. |
Achievements
By Joe the Homosuperior Archmage level 19
14th Haze 122nd year of Ascendancy at 10:41 see stats
By Joe the Homosuperior Archmage level 10
79th Pyre 122nd year of Ascendancy at 05:20 see stats
By Joe the Homosuperior Archmage level 20
14th Haze 122nd year of Ascendancy at 10:41 see stats
By Joe the Homosuperior Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:12 see stats
By Joe the Homosuperior Archmage level 13
43rd Dusk 122nd year of Ascendancy at 21:50 see stats
By Joe the Homosuperior Archmage level 5
76th Pyre 122nd year of Ascendancy at 19:33 see stats
By Joe the Homosuperior Archmage level 21
16th Haze 122nd year of Ascendancy at 04:07 see stats
Log
You gain 1.25 gold from the transmogrification of steel dagger of projection (11-14.3 power, 6 apr).
You gain 5.07 gold from the transmogrification of hateful stralite dagger of paradox (29-37.7 power, 9 apr).
You gain 1.89 gold from the transmogrification of chilling stralite dagger (28.5-37.05 power, 9 apr).
You gain 20.99 gold from the transmogrification of Braneroddarach the dwarven-steel dagger (26.5-34.45 power, 7 apr).
You gain 2.77 gold from the transmogrification of steel battleaxe of vileness (22-33 power, 2 apr).
You gain 2.71 gold from the transmogrification of steel battleaxe of paradox (18.5-27.75 power, 2 apr).
You gain 0.50 gold from the transmogrification of steel battleaxe (23.5-35.25 power, 2 apr).
You gain 16.17 gold from the transmogrification of Korizilakhad the Scumsmasher.
You gain 2.25 gold from the transmogrification of vision rune of the duelist (radius 9; dur 18; see dragon).
You gain 1.03 gold from the transmogrification of teleportation rune of the sneak (range 49).
You gain 1.95 gold from the transmogrification of heat beam rune of the wizard (213 fire damage).
You gain 1.80 gold from the transmogrification of heat beam rune of the warrior (98 fire damage).
You gain 1.94 gold from the transmogrification of biting gale rune of the sneak (101 cold damage; 34 apply power).
You gain 1.31 gold from the transmogrification of biting gale rune (43 cold damage; 21 apply power).
You gain 1.31 gold from the transmogrification of biting gale rune (43 cold damage; 20 apply power).
You gain 2.15 gold from the transmogrification of acid wave rune of the psychic (203 acid damage; dur 5; apply 54).
You gain 2.03 gold from the transmogrification of acid wave rune of the duelist (117 acid damage; dur 5; apply 32).
You gain 1.31 gold from the transmogrification of acid wave rune (42 acid damage; dur 5; apply 21).
You gain 1.50 gold from the transmogrification of wild infusion of the titan (resist 16%; cure physical).
You gain 1.00 gold from the transmogrification of wild infusion (resist 16%; cure magical).
You gain 1.13 gold from the transmogrification of sun infusion of the wizard (rad 7; power 51; turns 5; dispells darkness).
You gain 1.68 gold from the transmogrification of regeneration infusion of the psychic (heal 462 over 5 turns).
You gain 1.18 gold from the transmogrification of regeneration infusion of the duelist (heal 128 over 5 turns).
You gain 1.11 gold from the transmogrification of healing infusion of the titan (heal 111).
The shield around Joe crumbles.
Joe deactivates Shielding.
Joe deactivates Keen Senses.
Joe deactivates Arcane Shield.
Joe deactivates Bone Shield.
Joe deactivates Arcane Power.