Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Prowler Class 1.4.4Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 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. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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. Stoic class 1.4.0Stoics 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 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. 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. Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Battlemage 1.2.3A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.) Commando class 1.4.0Adds 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 magebow class v18 1.3.1The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Playable Naloren Race 1.4.2Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Ghoul Buff 1.3.3Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Faerie Race 1.2.3This 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 Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Dark Priest 1.4.4 Assassin 1.4.5Reworks the Rogue class. Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Inferno Race Pack 1.4.0Adds a collection of my races. Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines 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: Midnight 1.4.5Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Haunted class 1.1.5Haunted: an unarmed hate-based warrior Items Vault 1.3.0Donators/Buyers bonus! Blood Knight Class 1.1.5Contains a new melee class - the Blood Knight Details & discussion here: 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): Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. 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 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. Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Wights 1.0.4Adds Wights as playable undead race. Witherer Class 1.3.1The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Lichform Limitbreak 1.4.5Modifies Lichform to account for unusually high talent levels. Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Yeek |
| Class | Stoic |
| Level / Exp | 10 / 59% |
| Size | small |
| Lifes / Deaths | Killed by ritch flamespitter at level 6 on the 5th Mirth 122nd year of Ascendancy at 12:58 2 / 3Killed by Aeryyamira the cutpurse at level 10 on the 43rd Dusk 122nd year of Ascendancy at 16:34 Killed by Sara at level 10 on the 43rd Dusk 122nd year of Ascendancy at 16:40 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 12 (base 13) |
| Constitution | 5 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 43 (base 34) |
| Cunning | 25 (base 18) |
Resources
| Life | 203/203 |
| Negative | 76/77 |
| Equilibrium | 18 |
| Healing Factor | 1 |
| Regeneration | 1.35 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -54.61720549404% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 31 |
| Crit Chance | 10% |
| APR | 8 |
| Speed | 1.10 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31.05 |
| Crit Chance | 6% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 7.2728687194631 |
| Ranged Defense | 10.272868719463 |
| Fatigue | 3 |
| Physical Save | 6.65 |
| Spell Save | 18.55 |
| Mental Save | 26.9 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 17% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 52% |
Inscriptions (3/3)
| 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: 10 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
| Technique / Dynamic combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Umbral arts | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Flowing path | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Cascading strikes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Stoic focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Whirling cyclone | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Fading flourish | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Awareness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Momentum | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Blindsight | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Psiblades |
| 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 |
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. | active |
Ungrol of Last Hope asked you to look for his wife&039;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. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
Light at the end of the tunnel | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed bear paw. The Brotherhood of Alchemists* &039;re creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.&WHITESLATE039;Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.&WHITESLATE039;Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. * &039;ll need to find one with a ring, preferably an expensive one.&WHITESLATE039;Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don&039; * &039; * &039;ve gotten it, cross some moving water on your way back.&WHITESLATE039;Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.&WHITESLATE039;Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.&WHITELIGHT_GREEN039;ve found the needed warg claw. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | active |
Equipment
| On feet | pair of rough leather boots of uncanny dodging (3 def, 1 armour) pair of rough leather boots of uncanny dodging (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+4 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% A pair of boots made of leather. |
| On hands | Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 41.85 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| On head | miner& miner&Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Str Infravision radius: +1 A cap made of leather. |
| Tool | woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| Around waist | insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% cold / +6% fire A belt that goes around your waist. |
| Main armor | spiked rough leather armour of resilience (1 def, 2 armour) spiked rough leather armour of resilience (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: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Maximum life: +23.00 A suit of armour made of leather. |
| In main hand | River& River&Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 91% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 1/80) : Effective talent level: 1.0 Power cost: 80 out of 1/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.52 cold damage and 5.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
| Light source | brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Tuladunastir the Shinewar Tuladunastir the ShinewarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes damage: +6% acid Life regen: +1.10 Light radius: +3 Amulets can have magical properties. |
Inventory
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+3 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+3 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
woodsman& woodsman&Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sara the Yeek Stoic level 10
26th Dusk 122nd year of Ascendancy at 01:28 see stats
Level 10
Got a character to level 10.By Sara the Yeek Stoic level 10
26th Dusk 122nd year of Ascendancy at 01:26 see stats
The Arena
Unlocked Arena mode.By Sara the Yeek Stoic level 9
7th Flare 122nd year of Ascendancy at 22:19 see stats
Log
Sara is encased in ice!
Aeryyamira the cutpurse activates Water Stance.
Aeryyamira the cutpurse deactivates Air Stance.
Aeryyamira the cutpurse hits Sara for 46 physical, 4 lightning, 36 cold (86 total damage).
Spellsword Combat hits Sara for 40 lightning damage.
Sara hits Aeryyamira the cutpurse for 10 physical damage.
You cannot move!
A wave of icy water erupts from the ground!
Aeryyamira the cutpurse casts Earth Strike.
Aeryyamira the cutpurse activates Earth Stance.
Aeryyamira the cutpurse deactivates Water Stance.
Aeryyamira the cutpurse hits Sara for (19 to ice), 28 physical, (20 to ice), 30 physical (58 total damage).
Aeryyamira the cutpurse receives 2 healing from Water Stance.
Sara hits Iceblock for 10 physical damage.
Sara the level 10 yeek stoic was maimed to death by Aeryyamira the cutpurse on level 1 of Unknown tunnels.
You have 2 life(s) left.
Sara deactivates Blindsight.
Sara is free from the ice.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aeryyamira the cutpurse killed Sara!
Talent Dig is ready to use.
Talent Infusion: Wild is ready to use.
Talent Infusion: Regeneration is ready to use.
Sara activates Psiblades.
Saving done.
Saving game...
