Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. ZOmnibus Addon Pack 1.3.0Combines 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: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Leeroy Jenkins 1.2.5Renames every escort to Leeroy Jenkins." Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum 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. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Beholder (Continuation) 1.1.5Adds 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 | Normal Roguelike |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 14 / 52% |
Size | big |
Lifes / Deaths | Killed by Elbiir the shalore at level 14 on the 38th Dusk 122nd year of Ascendancy at 13:06 / 1 |
Primary Stats
Strength | 20 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 31 (base 26) |
Magic | 30 (base 28) |
Willpower | 20 (base 18) |
Cunning | 20 (base 13) |
Resources
Life | -47/455 |
Mana | 91/118 |
Stamina | 113/126 |
Positive | 10/69 |
Healing Factor | 1.3 |
Regeneration | 1.69 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 6 |
Offense: Mainhand
Damage | 17 |
Accuracy | 43 |
Crit Chance | 43% |
APR | 7 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 25.394920957335 (59.10447761194%) |
Defense | 9.35 |
Ranged Defense | 15.35 |
Fatigue | 7 |
Physical Save | 35.955826905136 |
Spell Save | 31.280826905136 |
Mental Save | 22 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 20% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 198 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 751% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Precise Strikes |
talent | Chant of Fortitude |
talent | Shock Hands |
talent | Fiery Hands |
talent | Arcane Combat |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | Reduces physical damage received by 34% and provides a 19% chance to ignore critical hits. Juggernaut |
detrimental effect | The target is poisoned, taking 11.81 nature damage per turn. Poison |
beneficial effect | Reduces physical damage received by 11%. Earthen Barrier |
beneficial effect | Increases crit chance by 25% and critical power by 100%. 5 charge(s). Ogre Fury |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Adamina the king cobra. Escort: injured seer (level 3 of Norgos Lair) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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. pair of iron boots 'Crackleworth' (0 def, 3 armour) (On feet)] pair of iron boots 'Crackleworth' (0 def, 3 armour)[vs. pair of iron boots 'Crackleworth' (0 def, 3 armour) (On feet)] pair of iron boots 'Crackleworth' (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Effects on melee hit: * 15% chance to daze Damage (Melee): 0(-15) item lightning daze Damage when hit (Melee): 8(-) temporal Stamina each turn: +0.40 (-) Maximum stamina: +12.00 (-) 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. Wintertide Phial (Light source)] Wintertide Phial[vs. Wintertide Phial (Light source)] Wintertide Phial Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 (-) Infravision radius: +6 (-) It can be used to cleanse your mind of up to 4 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | [vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)] insulating iron helm of constitution (+3) (0 def, 3 armour)[vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)] insulating iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Con Changes resistances: +5%(-) cold / +6%(-) fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | [vs. rough leather gloves of the juggernaut (0 def, 1 armour) (On hands)] rough leather gloves of the juggernaut (0 def, 1 armour)[vs. rough leather gloves of the juggernaut (0 def, 1 armour) (On hands)] rough leather gloves of the juggernaut (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +2(-) Con Physical save: +10 (+5 eff.) (-) Spell save: +4 (+2 eff.) (-) Mental save: +3 (+2 eff.) (-) Disarm immunity: +20% (-) It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. The Jolt (Tool)] The Jolt[vs. The Jolt (Tool)] The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4(-) Cun Changes damage: +10%(-) mind / +10%(-) lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] Ring of Growth[vs. Ring of Growth (On fingers, 1 of 2)] Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4(-) Str / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +8%(-) nature / +8%(-) physical Physical save: +8 (+4 eff.) (-) Life regen: +0.15 (-) Healing mod.: +20% (-) This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices Tap to cycle through comparison choices |
On fingers | [vs. Ring of Growth (On fingers, 1 of 2)] savior's copper ring[vs. Ring of Growth (On fingers, 1 of 2)] savior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-4) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +6 (+3 eff.) (-2 (-1 eff.)) Spell save: +6 (+3 eff.) Mental save: +7 (+4 eff.) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
Around neck | [vs. Feathersteel Amulet (Around neck)] Feathersteel Amulet[vs. Feathersteel Amulet (Around neck)] Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +20% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | [vs. Crooked Club (25-35 power, 4 apr) (In main hand)] Crooked Club (25-35 power, 4 apr)[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-) Physical crit. chance: +10.0% (-) Attack speed: 100% (-) When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14(-) % chance of confusion Burst (radius 2) on crit: +20(-) physical repulsion When wielded/worn: Accuracy: +12 (+4 eff.) (-) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Around waist | [vs. Silelrakira (Around waist)] Silelrakira[vs. Silelrakira (Around waist)] Silelrakira Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) mind Changes damage: +3%(-) mind Life regen: +0.90 (-) Only die when reaching: -40.00 life (-) Healing mod.: +10% (-) A belt that goes around your waist. |
In off hand | [vs. shocking steel shield of lightning resistance (+16%) (6 def, 2 armour, 44.5 block) (In off hand)] shocking steel shield of lightning resistance (+16%) (6 def, 2 armour, 44.5 block)[vs. shocking steel shield of lightning resistance (+16%) (6 def, 2 armour, 44.5 block) (In off hand)] shocking steel shield of lightning resistance (+16%) (6 def, 2 armour, 44.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 (-) Defense: +6 (+6 eff.) (-) Ranged Defense: +6 (+6 eff.) (-) Fatigue: +8% (-) Damage (Melee): 6(-) lightning Damage when hit (Melee): 12(-) lightning Changes resistances: +16%(-) lightning Talents granted: +2.00(-) Block Handheld deflection devices. |
Cloak | [vs. Glorulrana the linen cloak (1 def, 0 armour) (Cloak)] Glorulrana the linen cloak (1 def, 0 armour)[vs. Glorulrana the linen cloak (1 def, 0 armour) (Cloak)] Glorulrana the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 (-) Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex Changes damage: +6%(-) physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. spiked iron mail armour (2 def, 4 armour) (Main armor)] spiked iron mail armour (2 def, 4 armour)[vs. spiked iron mail armour (2 def, 4 armour) (Main armor)] spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 10(-) physical A suit of armour made of mail. |
Inventory
[vs. Feathersteel Amulet (Around neck)] stabilizing copper amulet of strength (+2)[vs. Feathersteel Amulet (Around neck)] stabilizing copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+20%) Changes stats: +2 Str Changes resistances: +12% temporal Maximum encumbrance: +0 (-20) Pinning immunity: +22% Knockback immunity: +20% Movement speed: +0% (-20%) Amulets can have magical properties. |
[vs. Ring of Growth (On fingers, 1 of 2)] warrior's copper ring[vs. Ring of Growth (On fingers, 1 of 2)] warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2(-2) Str / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-8%) nature / +0%(-8%) physical Physical save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +0.00 (-0.15) Healing mod.: +0% (-20%) Rings can have magical properties. Tap to cycle through comparison choices Tap to cycle through comparison choices |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] lifebinding elm starstaff (10-12 power, 2 apr, light element)[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] lifebinding elm starstaff (10-12 power, 2 apr, light element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-15.0 - -23.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-2) Physical crit. chance: +2.5% (-7.5%) Attack speed: 100% (-) When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +0(-14) % chance of confusion Burst (radius 2) on crit: +0(-20) physical repulsion When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Changes stats: +4 Con Changes damage: +10% light Talent granted: +1 Command Staff Life regen: +0.50 Spellpower: +7 (+4 eff.) Spell crit. chance: +1% Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] surging ash starstaff (15-18 power, 3 apr, temporal element)[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] surging ash starstaff (15-18 power, 3 apr, temporal element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-10.0 - -17.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Physical crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +0(-14) % chance of confusion Burst (radius 2) on crit: +0(-20) physical repulsion When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] Camadolar (34-51 power, 2 apr)[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] Camadolar (34-51 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 34.0 - 51.0(+9.0 - +16.0) Uses stat: 120% Str Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-2) Physical crit. chance: +1.0% (-9.0%) Attack speed: 100% (-) When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +0(-14) % chance of confusion Burst (radius 2) on crit: +0(-20) physical repulsion When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Poison immunity: +15% Silence immunity: +10% Massive two-handed mauls. |
[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] balanced steel greatsword of massacre (28.5-45.6 power, 2 apr)[vs. Crooked Club (25-35 power, 4 apr) (In main hand)] balanced steel greatsword of massacre (28.5-45.6 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.5 - 45.6(+3.5 - +10.6) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-2) Physical crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +0(-14) % chance of confusion Burst (radius 2) on crit: +0(-20) physical repulsion When wielded/worn: Accuracy: +9 (+3 eff.) (-3 (-1 eff.)) Defense: +9 (+9 eff.) Disarm immunity: +28% Massive two-handed swords. |
[vs. shocking steel shield of lightning resistance (+16%) (6 def, 2 armour, 44.5 block) (In off hand)] iron shield of cold resistance (+16%) (4 def, 2 armour, 21 block)[vs. shocking steel shield of lightning resistance (+16%) (6 def, 2 armour, 44.5 block) (In off hand)] iron shield of cold resistance (+16%) (4 def, 2 armour, 21 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +4 (+4 eff.) (-2 (-2 eff.)) Ranged Defense: +4 (+4 eff.) (-2 (-2 eff.)) Fatigue: +6% (-2%) Damage (Melee): 0(-6) lightning Damage when hit (Melee): 0(-12) lightning Changes resistances: +0%(-16%) lightning / +16% cold Talents granted: +1(+-1) Block Handheld deflection devices. |
[vs. spiked iron mail armour (2 def, 4 armour) (Main armor)] spiked cured leather armour of lightning resistance (2 def, 4 armour)[vs. spiked iron mail armour (2 def, 4 armour) (Main armor)] spiked cured leather armour of lightning resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +7% (-5%) Damage when hit (Melee): 10(-) physical Changes resistances: +15% lightning A suit of armour made of leather. |
[vs. Silelrakira (Around waist)] insulating rough leather belt[vs. Silelrakira (Around waist)] insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +0%(-6%) mind / +6% fire Changes damage: +0%(-3%) mind Life regen: +0.00 (-0.90) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-10%) A belt that goes around your waist. |
[vs. Silelrakira (Around waist)] Mighty Girdle[vs. Silelrakira (Around waist)] Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Changes resistances: +0%(-6%) mind Changes damage: +0%(-3%) mind Maximum encumbrance: +70 Knockback immunity: +40% Life regen: +0.00 (-0.90) Only die when reaching: +0.00 life (+40.00 life) Healing mod.: +0% (-10%) 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. |
[vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)] iron helm of constitution (+3) (0 def, 3 armour)[vs. insulating iron helm of constitution (+3) (0 def, 3 armour) (On head)] iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Con Changes resistances: +0%(-5%) cold / +0%(-6%) fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Wintertide Phial (Light source)] survivor's brass lantern of health[vs. Wintertide Phial (Light source)] survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+2 eff.) Maximum life: +40.00 Light radius: +2 (+1) Infravision radius: +0 (-6) Healing mod.: +11% 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. The Jolt (Tool)] Tooth of the Mouth (dig speed 12 turns)[vs. The Jolt (Tool)] Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-4) Cun Changes damage: +4% blight / +0%(-10%) mind / +0%(-10%) lightning When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul 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 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 257/400. 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 Buttstuffer the Ogre Arcane Blade level 10
4th Dusk 122nd year of Ascendancy at 21:57 see stats
By Buttstuffer the Ogre Arcane Blade level 9
10th Flare 122nd year of Ascendancy at 16:39 see stats
By Buttstuffer the Ogre Arcane Blade level 12
26th Dusk 122nd year of Ascendancy at 08:35 see stats
Log
Something hits Something for (9 resist armour), 13 fire (13 total damage).
Talent Healing Light is ready to use.
Something hits Buttstuffer for 8 nature damage.
Something hits Something for (9 resist armour), 13 fire (13 total damage).
Something hits Buttstuffer for 12 physical, 4 cold, 4 fire, 3 lightning, 4 acid, 2 acid, 3 fire, 3 cold, 2 lightning (37 total damage).
Buttstuffer hits Something for (9 resist armour), 3 lightning, (9 resist armour), 1 physical, (3 resist armour), 0 light, (7 resist armour), 0 temporal (4 total damage).
Something hits Buttstuffer for 8 nature damage.
Buttstuffer is not silenced anymore.
Something hits Buttstuffer for 8 nature damage.
Buttstuffer casts Healing Light.
Buttstuffer receives 117 healing.
Buttstuffer feels pain again.
Buttstuffer recovers sight.
Talent Block is ready to use.
Something hits Buttstuffer for 8 nature damage.
Buttstuffer is stunned!
Something hits Buttstuffer for 12 physical, 5 cold, 5 fire, 4 lightning, 5 acid, 3 acid, 4 fire, 4 cold, 2 lightning (43 total damage).
Buttstuffer hits Something for (9 resist armour), 5 lightning, (9 resist armour), 3 physical, (3 resist armour), 0 light, (8 resist armour), 0 temporal (8 total damage).
Buttstuffer casts Rune: Manasurge.
Your nonexistant mana regeneration rate is unaffected by the rune.
Elbiir the shalore uses Steady Shot.
Elbiir the shalore's Steady Shot hits Buttstuffer for 39 physical, 7 light, 12 fire (57 total damage).
Aniiel the thalore throws two quick punches.
Buttstuffer shrugs off the effect 'Frozen'!
Saving game...