There is an achievement for reaching level 500 of the Infinite Dungeon. With the idea of seeing how far I could get, and what would be needed to get this achievement, I started a halfling alchemist character in the main campaign. (I expected the Duck and Dodge talent to be very useful against deadly Shadow Veiled bosses.) I played through the entire campaign, received duplicates (or more) of many different "unique" artifacts, and exploited the rare gear bug to set up a pretty exceptional equipment set. In summary, this character has equipment slightly better than it is possible to get normally.
I then entered the I.D. and had little trouble reaching level 100 (while limited to character level 50). It was obvious that the character wouldn't progress much further, both due to the rapidly slowing pace, and various unbalanced abilities that were cropping up in the monsters. I ran the High peak multiple times -- it's similar to the I.D. but with much better gear and even got multiple final fight boss drops. So armed, I went into the game code and began making adjustments, starting with maximum character level and extending the normal leveling stat and skill awards from the main game, followed by systematic changes to the code for various talents (nearly 200 at this point) as problems came up.
My primary test character is now 259th level and has reached level 456 in the I.D.:
TEST CHARACTER
Code: Select all
[ToME4 @ www.te4.org Character Dump]
Sex : Female STR: 98
Race : Halfling DEX: 134
Class : Alchemist MAG: 340
Level : 259 WIL: 115
Exp : 59% CUN: 136
Gold : 275480.77 CON: 298
Accuracy(Main Hand): 80 Life : 13834/13834Encumbrance : 179/296
Damage (Main Hand): 768 Stamina : 1162/1162Difficulty : Normal
Permadeath : Adventure
APR (Main Hand): 60 Mana : 2401/2405
Crit (Main Hand): 100% Positive : 0/800
Speed (Main Hand): 1.00
Vim : 1220/1220
Equilibrium : 20
Fatigue : 0% Spellpower : 139.85714285714
Armor : 229.8871321444Spell Crit : 100%
Armor Hardiness : 100% Spell Speed : 1
Defense : 78.7217830361
Ranged Defense : 82.57742642888
All damage : 45%
Physical damage : 112%
Arcane damage : 173%
Fire damage : 192%
Cold damage : 105%
Lightning damage : 138%
Acid damage : 60%
Nature damage : 75%
Blight damage : 117%
Light damage : 63%
Darkness damage : 72%
Mind damage : 75%
Temporal damage : 55%
Physical Save : 101.75877641494
Spell Save : 109.36710974828
Mental Save : 72.7375
All Resists: 70%
Physical Resist(cap): 70%( 70%)
Arcane Resist(cap): 70%( 70%)
Fire Resist(cap): 70%( 70%)
Cold Resist(cap): 70%( 70%)
Lightning Resist(cap): 70%( 70%)
Acid Resist(cap): 70%( 70%)
Nature Resist(cap): 70%( 70%)
Blight Resist(cap): 70%( 70%)
Light Resist(cap): 70%( 70%)
Darkness Resist(cap): 70%( 70%)
Mind Resist(cap): 70%( 70%)
Temporal Resist(cap): 80%( 80%)
Poison Resistance: 100%
Disease Resistance: 100%
Confusion Resistance: 100%
Blind Resistance: 100%
Silence Resistance: 100%
Disarm Resistance: 50%
Pinning Resistance: 100%
Stun Resistance: 100%
Fear Resistance: 60%
Knockback Resistance: 40%
Teleport Resistance: 50%
Number of NPC killed: 85273
Most killed NPC: fire drake hatchling (4435)
[Winner!]
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
[Talents Chart]
- Race / Halfling (mastery 1.00)
Luck of the Little Folk (generic) 1/5
Duck and Dodge (generic) 5/5
Militant Mind (generic) 9/5
Indomitable (generic) 1/5
- Technique / Combat training (mastery 1.00)
Thick Skin (generic) 21/5
Armour Training (generic) 30/10
Combat Accuracy (generic) 1/5
Weapons Mastery (generic) 0/5
Dagger Mastery (generic) 0/5
- Cunning / Survival (mastery 0.90)
Trap Handling (generic) 4/5
Heightened Senses (generic) 1/5
Piercing Sight (generic) 5/5
Evasion (generic) 7/5
- Spell / Explosive admixtures (mastery 1.50)
Throw Bomb (class) 25/5
Alchemist Protection (class) 6/5
Explosion Expert (class) 7/5
Shockwave Bomb (class) 8/5
- Spell / Infusion (mastery 1.50)
Fire Infusion (class) 25/5
Acid Infusion (class) 25/5
Lightning Infusion (class) 0/5
Frost Infusion (class) 0/5
- Spell / Golemancy (mastery 1.30)
Golem Power (class) 25/5
Golem Resilience (class) 25/5
Invoke Golem (class) 1/5
Golem Portal (class) 20/5
- Spell / Advanced-golemancy (mastery 1.30)
Life Tap (class) 25/5
Gem Golem (class) 5/5
Supercharge Golem (class) 25/5
Runic Golem (class) 25/5
- Spell / Fire alchemy (mastery 1.30)
Heat (class) 25/5
Smoke Bomb (class) 2/5
Fire Storm (class) 25/5
Body of Fire (class) 0/5
- Spell / Stone alchemy (mastery 1.30)
Extract Gems (generic) 5/5
Imbue Item (generic) 5/5
Gem Portal (generic) 8/5
Stone Touch (generic) 0/5
- Spell / Staff combat (mastery 1.50)
Channel Staff (generic) 24/5
Staff Mastery (generic) 17/5
Defensive Posture (generic) 25/5
Blunt Thrust (generic) 0/5
- Wild-gift / Harmony (mastery 1.00)
Waters of Life (generic) 1/5
Elemental Harmony (generic) 1/5
One with Nature (generic) 1/5
Healing Nexus (generic) 23/5
- Celestial / Chants (mastery 0.70)
Chant of Fortitude (generic) 7/5
Chant of Fortress (generic) 0/5
Chant of Resistance (generic) 0/5
Chant of Light (generic) 0/5
- Corruption / Hexes (mastery 1.00)
Pacification Hex (generic) 1/5
Burning Hex (generic) 7/5
Empathic Hex (generic) 2/5
Domination Hex (generic) 5/5
[Inscriptions (5/5)]
Infusion: Wild
Infusion: Regeneration
Rune: Controlled Phase Door
Rune: Shielding
Infusion: Healing
[Current Effects]
- Chant of Fortitude
- Defensive Posture
- Premonition
- Second Life
- Elemental Harmony
- Spellsurge
[Character Equipment]
CORE CODE CHANGES
Updated lua files can be downloaded from:
http://www.mediafire.com/?0u1jy31ttc9md8l
Besides changes to the various talent functions, other key code changes appear in:
Engine:
engine\interface\ActorStats.lua
engine\interface\ActorTalents.lua
TOME Module:
mod\load.lua
mod\class\Actor.lua
mod\class\interface\Combat.lua
data\birth\worlds.lua
data\general\objects\world-artifacts.lua
data\general\objects\world-artifacts-far-east.lua
data\damage_types.lua
data\maps\vaults\paladin-vs-vampire.lua
data\timed_effects\physical.lua
data\zones\infinite-dungeon\zone.lua
data\zones\ruined-dungeon\grids.lua
I removed the level cap and enabled the normal stats-per-level progression from level 50 onward:
I reset the max_level variable and introduced a new no_points_on_levelup function to the character when entering the I.D. from the Ruined Dungeon. These changes were added to the data\zones\ruined-dungeon\grids.lua and data\birth\worlds.lua files.
I rescaled equipment material level in the I.D.:
To eliminate low tier equipment from being generated far into the zone, I added new materal level formulas to the zone file for the I.D. The maximum material level increases from 1 at level 1 to 2 at 11, 3 at 21, 4 at 31, and 5 at 41. The minimum increases from 1 at level 1 to 2 at 9, 3 at 36, 4 at 81, and 5 at 144. All drops (except for bosses) are tier 5 from I.D. level 144 on.
Maximum stats were increased from 100 to 400:
I updated the stat maximums in the ActorStats:defineStat calls in mod\load.lua. To keep stat scaling uniform, I added a multiplier of 4 to the stat scaling factor the _M:getStat function definition in engine\nterface\ActorStats.lua.
The talent level limits for normal monsters were scaled up:
The maximums are increased in proportion to actor level/50. By around level 100-150, normal (non-boss or unique) monsters started to become trivial, to the point that entire room fulls of them were inconsequential. The increased talent levels corrected this. These code changes are implemented in a revised _M:resolveLevelTalents function definition in engine\nterface\ActorTalents.lua
I enabled higher computed combat stats:
I changed the Tiers variable initialization from 5 to 50 in the _M:rescaleCombatStats function definition in mod\class\interface\Combat.lua.
Some resistance calculation bugs needed to be corrected:
The polynomial formula for computing total resistance in _M:combatGetResist(type): (mod\class\interface\Combat.lua) was changed from:
(1 - (1 - a) * (1 - b))
to simply:
(a + b)
Where a is resist.all and b is resist[type]. The first formula could invert and actually compute negative resistances for large values of the resist.all variable, making high level monsters more, rather than less, vulnerable to damage. The second formula corrects the problem, but gives a slight buff to total resistance for individual resistances below the resistance cap. This could affect the main campaign.
There is a subtle bug in the resistance penetration calculations that causes excess resistance penetration to increase damage. This is caused by an apparent typo in a function call in the setDefaultProjector function in data\damage_types.lua:
pen = util.bound(0, pen, 100)
was changed to:
pen = util.bound(pen, 0, 100)
to avoid high penetration increasing total damage.
RESCALING ABILITIES
It's no fun to be killed by a speed 50 boss that zooms in from off screen and one-shots you before you even know it's there.
The primary problem with extending T.O.M.E. to higher levels is that most of the talent programming was hard coded with a maximum character level of 50 in mind. Generally, spell and melee damage scale well, but auxiliary talent properties such as cool downs, durations, ranges, and damage multipliers need to be rescaled to eliminate such problems as negative cool downs, super-linear scaling of abilities (like getting hit with a Freeze spell for 140K damage and bosses that are too fast to fight), or "I WIN" talents that can dominate the game at high levels.
I designed the changes to be as transparent as possible in the main campaign. Therefore, except where noted, the rescaling of all talents was designed to provide equal effectiveness at the end of the Maj'Eyal campaign, defined as (overall) talent level 5, with relevant base stats of 100. In most cases, this results in a small buff to lower talent abilities and a progressive debuff (that is, diminishing returns) at talent levels gained beyond the main story line. This has a negligible impact on the main campaign, with a bias towards a small improvement in abilities at lower levels. A potential positive side effect of this rescaling is a reduction of the number of overpowered random bosses at normal play levels.
High level balancing requires the introduction of diminishing returns on most abilities, to prevent their effectiveness from increasing out of control beyond the main campaign. I have effected this in the code for almost 200 talents. In each case, the primary game mechanics of talents were respected. That is, if range or duration increases with level, it still increases with level (at a slower rate), if damage depends on talent level and spell power, these dependencies are maintained, if one talent affects others, those links were maintained (like Aura Mastery and Necrotic Aura, for example), etc. Code chages were minimized, to allow changes to hopefully be pasted directly into new versions of the game without change. I'm certain there are more changes needed, but the changes I have already made make high level play viable.
While it would have been simple to add hard coded limits to most talent functions, I, instead, opted for smooth formulas to recompute the values.. This open-endedness, particularly with respect to range and cooldowns gradually introduces new tactics to the game as higher levels are reached and keeps game play interesting.
With few exceptions, I applied the following rules of thumb to computed talent effects (tl = talent level):
Raw damage calculations:
No change
Speed effects (including global/movement/attack/spell):
Bonuses rescaled ~ tl^0.75. Compounding of multiple speed effects was the most serious game balance issue that needed to be addressed. (I actually did encounter a 50x normal speed boss at about I.D. level 200.)
Radius/Area of Effect/Range
Values rescaled to ~ tl^0.5 This effectively makes the number of potential targets proportional to talent level.
Direct damage multipliers:
Multipliers rescaled to ~ tl^0.5 The idea is to avoid the player being one-shot by a single move, while keeping the pressure on.
Cooldowns and hard limits:
Bonuses were recomputed with a variant of the formula tl/(tl+c), where c, a constant, is a tuning parameter. This formula enforces a hard limit while still rewarding higher talent levels with smoothly increasing benefits. This was applied particularly effectively to resistance penetration calculations.
Duration for most debuffs or powerful buffs:
Duration rescaled to ~ tl^0.5 A number of serious problems were caused by powerful spells lasting for too long, For example, a 120 turn Time Prison, or a powerful slow spell that lasts for 150 turns, effectively eliminating a large section of a level for an entire boss fight. Most instant activated racial abilities got smooth limits to prevent continuous use.
Example:
Unstoppable
The formula for the duration of the unstoppable effect with respect to talent level (TL) is changed from:
dur = 2 + TL
to:
dur = 2+ floor[43*TL/(TL+38)]
The first formula is unbounded, and, since the cooldown of the talent is 45 turns, it can be kept up continuously once talent level 43 or higher is reached. In contrast, the second formula can never exceed 44 turns, guaranteeing that a monster (or player!) cannot simply use this talent over and over to become unkillable. At TL = 5, both formulas return the same duration of 7 turns.
For a few cases, a talent needed to be improved [BUFF] or diminished [NERF] if it became either too powerful or inconsequential at high level. For example, Blurred Mortality scaled very poorly at 50 hp per talent level, so I added a (small at low level) percentage of maximum life to it. As a result, vampires are noticeably tougher at deeper levels, but low level characters are hardly affected.
ARTIFACTS
I updated the Summertide Phial (data\general\objects\world-artifacts.lua) and Dawn's Blade (data\general\objects\world-artifacts-far-east.lua) to increase their lite power to work against the more potent darkness spells cast by higher level demons. The talent levels of some activated abilities for artifacts and egos could be scaled with character level to keep them viable for longer.
SPECIFIC TALENT CHANGES
In the list of talent changes below, some are annotated with "[BUFF]" or '[NERF]." This reflects the effect of the new code on game play for the reference character at the end of the Maj'Eyal campaign with talent level 5 and 100 stat values. So, for example,
Blinding speed rescaled speed bonus [NERF]
means that this talent has had its speed bonus recomputed and should be less effective for most characters (or monsters) late in the Maj'Eyal campaign.
The best way to locate revisions in all of the code is to follow the attribute flags in the code archive to find the files that have been changed and then search for the string "I5", which I have embedded in comments around the revisions.
These are the talents I have rebalanced (all tested in game):
- Absorption mastery limit cooldown to > 30
Abyssal shroud rescale duration
Acid infusion rescaled damage bonus, limited conversion to 125%
Ambuscade limit shadow's health and damage to 100% and 160% respectively
Arcane cunning rescale percent cunning bonus
Arcane eye rescale vision radius
Arcane pull rescale radius
Armor training increase armor bonus to 2x talent level [BUFF]
Ashes to ashes rescale radius
Augmentation rescaled stat bonuses [NERF]
Aura discipline Limit cooldown reduction to 8 turns
Aura mastery rescale radius bonus and limit decay rate
Banish rescale targeting radius
Battle call rescale range
Battle cry rescale range
Battle shout rescale duration <30
Bellowing roar rescale range
Blast rescaled critical power [NERF]
Blastwave rescale range
Bleeding edge limit healing factor reduction to 150%
Blinding speed rescaled speed bonus [NERF]
Bloodbath rescale duration, limit health increase to <100%
Blunt thrust rescale stun duration
Blurred mortality added life bonus to effect [BUFF]
Body of stone limit cooldown reduction of Earthen missiles, Earthquake, and Mudslide to <50%
Born into magic rescale arcane damage and resistance
Burning Hex rescaled cooldown penalty [NERF]
Celerity rescaled speed bonus
Chill of the tomb rescale radius
Circle of death rescale bane duration
Cripple rescale stun duration and attack and damage penalties <100%
Crippling poison rescale duration, limit chance of turn loss to 100%
Crystalline Focus limit penetration to 100%
Curse of impotence limit damage reduction to <100%
Darkfire rescale radius
Daunting presence rescale range, limit minimum life to interrupt to >10%
Deadly poison rescale duration
Deadly strikes limit duration <12, rescale APR
Deflection rescaled critical power [NERF]
Dimension step rescale range
Dirty fighting rescale stun duration
Disengage rescale backup range
Disperse Magic rescale dispel count
Displace damage rescale range
Dominate rescale duration, limit penetration to 100%
Dredge Frenzy rescale range, limit speed and -health to 100%
Dual weapon defense rescaled defense bonus (2 places) [NERF]
Earthquake rescale radius
Echos from the past rescale radius, limit life loss multiple to <50%
Eldritch blow rescale stun duration
Eldritch slam rescale radius
Energy absorption rescale cooldown duration and talents affected
Energy Decomposition increased absorption limit [BUFF}
Essence of Speed rescaled speed bonus[NERF]
Exploit weakness limit penetration to 100%
Explosion expert clarified formula and tooltip
Fear the night rescale radius
Featherwind rescaled movement speed [NERF]
Fire breath rescale range
Fire infusion rescaled damage bonus
Fireflash rescale radius
Flame of Urh'rok rescale speed increase
Flame Shock rescale range and duration
Focused channeling rescale damage/shield bonus
Forgery of haze limit health and damage of simulacrum to 100% and 140% respectively
Freeze rescaled damage, revised super-linear damage formula
Frenzied Bite limit healing factor reduction to -100%
Frost Dust limit penetration to 100%
Frost infusion rescaled damage bonus, limited conversion to 125%
Frozen Ground rescale radius
Gem Portal rescale range
Ghoulish leap rescale range
Glacial vapor rescale duration
Gnashing teeth rescale duration, limit speed increase, -healing limit to <100%,
Golem Portal rescale cooldown >0
Golem Taunt rescale radius, limit cooldown >0
Grand Arrival reduced duration of slow effect and resistance reduction and limited slow to -100%
Gravity spike rescale radius
Gravity well rescale radius
Greater weapon focus rescale duration <20
Hack 'n back rescale backup range
Haste rescaled speed bonus
Heat rescale damage[BUFF]
Heave rescale knock back range
Heightened reflexes rescaled speed bonus
Highborn's bloom limit cooldown to > 20 turns, and duration to 10 turns
Hymn of Moonlight limit negative energy cost to >0
Ice breath rescale range
Illuminate rescale radius
Impending doom limit life loss to <125%[NERF]
Inferno rescale duration
Inner demons rescaled duration
Insidious poison rescale duration, limit healing loss to -100%
Invigorate rescaled duration with talent level
Lethality rescale critical power
Lightning breath rescale range
Lightning infusion rescaled damage bonus, limited conversion to 125%
Lightning speed rescale duration and speed bonus
Martyrdom rescaled feedback damage
Mindhook rescale range, limit cooldown >5
Mobile defense limit defense bonus to 100%
Momentum rescaled attack speed
Mudslide rescale radius
Nova rescale radius
Numbing poison rescale duration, limit damage reduction to less than 100%
Onslaught rescale knock back range <10
Orcish Fury - limit cooldown, rescale damage bonus
Outmaneuver limit damage pen to < 100%
Overkill limit splash damage to <100%
Paradox mastery rescaled duration of stability effect
Phantasmal shield increase damage [BUFF]
Phase Door limit range, bound on radius
Precision rescaled APR
Pride of the Orcs limit cooldown to > 10 turns
Projection mastery limit cooldown to > 30
Psiblades rescaled stat damage and APR bonuses
Quake rescale radius
Quick as thought rescaled movement speed [NERF]
Rampage rescaled movement speed
Reach limit range bonus (<100%) for pyrokinesis, mindlash, kinetic, thermal, and charged aura spikes, mindhook, superleap, shattering charge, bind, implode, kinetic, thermal, and charge leech
Reassemble Minimum cooldown 15, rescale heal to maximum life level [BUFF]
Reckless charge rescale range
Refit Golem rescaled heal with maximum golem life[BUFF]
Relentless strikes limit cooldown reduction to 67%
Repel limit chance to 100%
Repulsion rescale range
Repulsion blast rescale radius
Repulson field rescale radius, duration
Resilient bones Limit duration reduction to <100%
Rigor mortis rescale duration
Rush rescale range, cooldown >0
Sand breath rescale range
Shadow ambush rescale silence duration
Shadow cunning rescale percent cunning bonus
Shadow leash rescale duration
Shadow Strike rescale damage multiplier
Shadow Veil rescaled damage bonus, limited duration to <18
Shadowstep rescale range, daze duration and damage multiplier
Shaloren speed rescale speed increase, limit cooldown >10
Shattering charge rescale range
Shattering shout rescale range
Shield discipline Limit cooldown reduction to 16 turns, limit absorption energy to +25 (+ gem bonus)
Shield wall rescale armor from talent levels[NERF]
Skirmisher limit damage pen to < 50%
Slow rescale radius, duration
Smoke bomb rescale duration
Spacetime mastery rescale cooldown reductions for Banish, Swap, Dimensional Step, Temporal Wake, Wormhole to <80%
Spellcraft limit spellpower bonus to <+100%
Static field limit life loss to 90%(base)
Static history rescaled duration
Stone touch rescale range and duration
Stoning poison rescale poison duration >= 1 turn and rescale stoning effect duration
Stop rescale radius, duration
Strider rescale movement speed, limit cooldown reductions to 8 turns
Stunning blow rescale stun duration
Sun Flare rescale range and duration of blind effect
Super leap rescale range
Supercharge golem rescale cooldown >0
Surge rescaled movement speed
Swap rescaled range and duration of confusion effect
Switch place rescale evasion duration
Tactical expert limit defense bonuse to 8x
Tempest limit penetration to 100%
Temporal fugue rescale duration, radius
Temporal reprieve rescaled cooldown and duration reduction effects
Thermal leech rescale freeze duration
Thorn Grab info slow effect < 100%
Time prison rescaled duration
Time prison rescale duration
Time skip rescale duration
Timeless rescale duration effect and limit cooldown to > 20 turns
Total thuggery limit stam cost to >0 and penetration to 100%
Totality rescale cooldown reduction and limit penetration to <100%
Undead explosion rescale radius, limit damage to 50% of life[NERF]
Undeath link limit life gain to <100%
Unseen force rescaled critical power [NERF]
Unstoppable rescaled duration to prevent continuous use
Uppercut rescale stun duration
Uttercold limit penetration to 100%
Vampiric gift limit both leach chance and amount leached to <100%
Vitality rescale duration, add fraction of max life to regeneration [BUFF]
Waking nightmare rescale duration
Warshout rescale range
Weakness rescale damage reduction <65%
Wildfire limit penetration to 100%
Willfull strike rescaled critical power [NERF]
Wing buffet rescale range
Wormhole rescale range, targeting radius
UNADDRESSED ISSUES
MELEE VIABILITY
Because monsters level up faster than players in the I.D. their defense (especially for bosses) tends to outstrip the melee attack values for the player. Evasion talents are also very common. The result is that melee characters will have an increasing difficult (or impossible) time doing damage to many opponents. (Magic using characters have a similar issue with respect to spellpower versus monster saves, but it is much less serious.)
This, and the fact that melee characters cannot help but be exposed the progressively overwhelming damage high level monsters can deal out, means that melee based classes are not currently viable in the I.D. Among other things, melee characters need access to more sources of attack to be viable, probably in the form of revised or new talents. (Perhaps the Combat Accuracy talent can provide an increased bonus for dexterity.)
I have partially addressed this with changes to the _M:checkHit function in mod\class\interface\Combat.lua. The revised function is easily tunable and is currently more than 3 times as forgiving of differences between attack and defense. The new formula,
hit = 50+50*(atk-def)/(math.abs(atk-def)+10)
is inherently bounded on the interval (0->100) and does not need built in limit checks, which I have disabled. This has worked out very well. For example, disarming traps is no longer automatic, and I have found myself tip-toeing around intruder alarms near powerful bosses just because of the small chance that I'll fail to disarm them and get into a fight before I'm ready.
STEALTH and INVISIBILITY
My test character has telepathy(all). This allowed me to easily inspect monsters, particularly bosses during play testing, but I could not address the effect of the fog of war. I did notice that stealth and invisibility values varied a lot, and need to be rebalanced.
TRAPS
Traps, detect/disarm values and effects, do not seem to change with level. These should be easy to update.