Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
Addons | Store Wish List 1.0.6Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Auto-Transmo Gems 1.0.6Adds 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. Infinite500 v2.2: Revised high level play for ToME 1.1.4Version 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. ZOmnibus Addon Pack 1.0.6Combines 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: Extended Auto-use 1.1.5Adds additional options to talent auto-use Items Vault 1.1.2Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turtle race 1.1.2This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Online Indicator 1.0.6An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Faerie Race 1.0.5This 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 Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Doctornull's Class Pack 1.1.6This 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. Steamtech UI 1.1.4 Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Draconians 1.1.5Adds 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. Beholder (Continuation) 1.1.1Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | MegaTurtle |
Class | Bulwark |
Level / Exp | 10 / 93% |
Size | huge |
Lifes / Deaths | Killed by ritch flamespitter at level 10 on the 8th Dusk 122nd year of Ascendancy at 11:50 / 1 |
Primary Stats
Strength | 30 (base 27) |
Dexterity | 15 (base 12) |
Constitution | 71 (base 30) |
Magic | 1 (base 10) |
Willpower | 12 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -15/764 |
Stamina | 112/132 |
Healing Factor | 1 |
Regeneration | 61.9 |
Speed
Mental | 0% |
Attack | -50% |
Movement | 0% |
Spell | -50% |
Global | +20% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 17 |
Accuracy | 9 |
Crit Chance | 0% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 0.5 |
Crit Chance | 1% |
Speed | 2 |
Offense: Mind
Mindpower | 12.4 |
Crit Chance | 1% |
Speed | 2 |
Offense: Damage Bonus
Blight | +3% |
Darkness | +6% |
All | 0% |
Defense: Base
Armour (hardiness) | 52.46 (63.098591549296%) |
Defense | 10.75 |
Ranged Defense | 16.75 |
Fatigue | 18 |
Physical Save | 30.675 |
Spell Save | 10.55 |
Mental Save | 7.7 |
Defense: Resistances
Temporal | + 30%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Battle tactics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Megaturtle | 1.00 |
| 1/1 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Mega Spiked Shell |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | A flow of life spins around the target, regenerating 41.40 life per turn. Regeneration |
Quests
You failed to protect the lost sun paladin from death by wolf. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by large white snake. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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 |
Equipment
On feet | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Pitchobsidian the pair of iron boots (0 def, 3 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Pitchobsidian the pair of iron boots (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Armour: +3 Fatigue: -3% Damage when the wearer is hit: 12 darkness Changes damage: +6% darkness Maximum encumbrance: +20 Physical save: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] brass lantern of the zealot[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] brass lantern of the zealot Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Changes resistances: +3% all Spell save: +6 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron helm of dexterity (+3) (0 def, 3 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron gauntlets of strength (+2) (0 def, 1 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Physical power: +5 Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Mighty Girdle[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] acidic iron mace of projection (6-8.4 power, 2 apr)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] acidic iron mace of projection (6-8.4 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +0.5% (-) Attack speed: 100% (-) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +7(-) mind / +6(-) acid It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 6 cooldown. Blunt and deadly. |
Main armor | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Getygorach (2 def, 4 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Getygorach (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer is hit: 8 temporal Changes resistances: +15% temporal Changes damage: +3% blight A suit of armour made of mail. |
In off hand | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] steel shield of resilience (6 def, 2 armour, 13 dam, 42.5 block)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] steel shield of resilience (6 def, 2 armour, 13 dam, 42.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Talent granted: +2 Block Maximum life: +40.00 Handheld deflection devices |
Cloak | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] linen cloak of Iron Throne (1 def, 0 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Defense: +1 Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] restful copper amulet of willpower (+2)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] restful copper amulet of willpower (+2) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Fatigue: -4% Changes stats: +2 Wil Life regen: +1.00 Amulets can have magical properties. |
Inventory
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] hateful iron longsword of purging (6-8.4 power, 2 apr)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] hateful iron longsword of purging (6-8.4 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 6.0 - 8.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (+2.0%) Attack speed: 100% (-) Special effect when this weapon hits: 25% chance to remove a magical effect Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +6 nature / +0(-7) mind / +6 darkness / +0(-6) acid Damage against: +7% Humanoid Sharp, long, and deadly. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron longsword (7.5-10.5 power, 2 apr)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron longsword (7.5-10.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 7.5 - 10.5(+1.5 - +2.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (+2.0%) Attack speed: 100% (-) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid Sharp, long, and deadly. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Kor's Fall (10-12 power, 0 apr, darkness damage)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Kor's Fall (10-12 power, 0 apr, darkness damage) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+4.0 - +3.6) Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 (-2) Physical crit. chance: +1.5% (+1.0%) Attack speed: 100% (-) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Changes damage: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 31.09 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] ash vilestaff (15-18 power, 3 apr, fire damage)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] This item will automatically be transmogrified when you leave the level. ash vilestaff (15-18 power, 3 apr, fire damage) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+9.0 - +9.6) Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 (+1) Physical crit. chance: +3.0% (+2.5%) Attack speed: 100% (-) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] linen cloak of the Shaloren (1 def, 0 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Defense: +1 Changes stats: +1 Wil / +1 Mag A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Eden's Guile (2 def, 1 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Armour: +1 Defense: +2 Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed, costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] cinder iron gauntlets of dexterity (+2) (0 def, 1 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] This item will automatically be transmogrified when you leave the level. cinder iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Accuracy: +11 Armour: +1 Changes stats: +2 Dex Damage when the wearer hits(melee): 6 fire Changes resistances: +6% fire Changes damage: +4% fire Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron mail armour (2 def, 4 armour)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron shield (4 def, 2 armour, 9.5 dam, 23.5 block)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] iron shield (4 def, 2 armour, 9.5 dam, 23.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When used to attack (with talents): Base power: 9.5 - 11.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +24 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] reinforced iron shield (4 def, 7 armour, 7.5 dam, 56.5 block)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] reinforced iron shield (4 def, 7 armour, 7.5 dam, 56.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +2.5% Block value: +56 When wielded/worn: Armour: +7 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] amethyst[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] This item will automatically be transmogrified when you leave the level. amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] brass lantern[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Scrying Orb[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When carried: This orb will automatically identify items you find. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Transmogrification Chest[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power, any items dropped inside is 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. |
[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Rod of Recall (1/1)[vs. acidic iron mace of projection (6-8.4 power, 2 apr) (In main hand)] Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-0.5%) Attack speed: 100% (100%) Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +0(-7) mind / +0(-6) acid It can be used to recall the user to the worldmap, 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
By Bongo the MegaTurtle Bulwark level 10
1st Dusk 122nd year of Ascendancy at 04:07 see stats
By Bongo the MegaTurtle Bulwark level 10
3rd Dusk 122nd year of Ascendancy at 18:59 see stats
Log
Giant spider hits Bongo for 8 nature damage.
Bongo hits Giant spider for 2 nature, 13 darkness, 8 temporal (22 total damage).
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
Bongo reflects damage back to Ritch flamespitter!
Ritch flamespitter hits Bongo for 108 fire damage.
Bongo hits Ritch flamespitter for 8 fire damage.
Giant spider uses Web.
Bongo shrugs off the effect 'Pinned to the ground'!
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
Bongo reflects damage back to Ritch flamespitter!
Ritch flamespitter hits Bongo for 108 fire damage.
Bongo hits Ritch flamespitter for 8 fire damage.
Bongo reflects damage back to Giant spider!
Giant spider hits Bongo for 7 nature damage.
Bongo hits Giant spider for 1 nature, 13 darkness, 8 temporal (22 total damage).
Ritch flamespitter uses Flamespit.
Bongo reflects damage back to Ritch flamespitter!
Ritch flamespitter hits Bongo for 73 fire damage.
Bongo hits Ritch flamespitter for 5 fire damage.
Bongo reflects damage back to Giant spider!
Giant spider hits Bongo for 7 nature damage.
Bongo hits Giant spider for 1 nature, 13 darkness, 8 temporal (22 total damage).
Bongo uses Infusion: Regeneration.
Bongo starts regenerating health quickly.
Ritch flamespitter uses Flamespit.
Ritch flamespitter's mind surges with critical power!
Saving game...