Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Stone Wardens DLC Class 1.1.3Donators/Buyers bonus! Extra Dungeons 1.1.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Items Vault 1.1.2Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Marson's Auto-explore & Rest Tweaks 1.1.5v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Berserker |
| Level / Exp | 11 / 36% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
| Strength | 35 (base 35) |
| Dexterity | 12 (base 11) |
| Constitution | 26 (base 26) |
| Magic | 13 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | 400/400 |
| Mana | 180/180 |
| Stamina | 120/120 |
| Healing Factor | 1.1 |
| Regeneration | 0.275 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 1 |
| See Stealth | 6 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 32 |
| Crit Chance | 8% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 23.92 (81.030927835052%) |
| Defense | 10.7 |
| Ranged Defense | 10.7 |
| Fatigue | 21 |
| Physical Save | 26.175 |
| Spell Save | 15.45 |
| Mental Save | 9.45 |
Defense: Resistances
| Lightning | + 35%( 70%) |
| Temporal | + 8%( 70%) |
| Mind | + 5%( 70%) |
| Fire | + 24%( 70%) |
| Cold | + 8%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 20% |
| Knockback Resistance | 22% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 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 102 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Two-handed maiming | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed weapons | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Daunting Presence |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade 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 successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed bear paw. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Maximum life: +44.00 Light radius: +2 Healing mod.: +10% 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 | insulating linen wizard hat of lightning (+6%) (1 def, 0 armour) insulating linen wizard hat of lightning (+6%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +6% fire / +6% cold / +16% lightning Changes damage: +11% lightning A pointy cloth hat, very wizardly... |
| Tool | supercharged iron torque of kinetic psionic shield [power 37] (30 cooldown) supercharged iron torque of kinetic psionic shield [power 37] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical and acid damage by 37 for 6 turns, placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Zuvor the copper ring Zuvor the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +5% acid Blindness immunity: +21% See stealth: +6 See invisible: +5 Rings can have magical properties. |
| On fingers | copper ring 'Sepsisspire' copper ring 'Sepsisspire'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 nature Damage when the wearer is hit: 8 nature Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +22% Maximum life: +21.00 Rings can have magical properties. |
| Around waist | grounding rough leather belt of the giants grounding rough leather belt of the giantsInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 Changes resistances: +6% lightning / +6% temporal Spell save: +6 A belt that goes around your waist. |
| In main hand | arcing iron battleaxe of massacre (16-24 power, 1 apr) arcing iron battleaxe of massacre (16-24 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +6 lightning Massive two-handed battleaxes. |
| On hands | iron gauntlets of strength (+2) (0 def, 1 armour) 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 When wielded/worn: Physical power: +6 Armour: +1 Changes stats: +2 Str Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | iron plate armour of fire resistance (3 def, 7 armour) iron plate armour of fire resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Changes resistances: +16% fire A suit of armour made of metal plates. |
| Cloak | enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 Changes stats: +1 Mag / +1 Wil Physical save: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of cunning (+2) grounding copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 78) healing infusion of the wizard (heal 78)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 78 life. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 14%; cure mental, physical) wild infusion of the warrior (resist 14%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 mental, physical effects and reduce all damage taken by 14% for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet of willpower (+3) copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Amulets can have magical properties. |
Skyvile the copper ring Skyvile the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +11% mind Changes resistances penetration: +5% lightning Changes damage: +11% mind / +6% lightning Rings can have magical properties. |
rogue's steel ring of frost (+20%) rogue's steel ring of frost (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 Changes stats: +2 Cun Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10.0 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 22.99 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (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% Physical save: +11 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Light radius: +5 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. |
scorching brass lantern of health scorching brass lantern of healthPowered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 10 fire Changes resistances: +5% fire Maximum life: +40.00 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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) 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 the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Sleep immunity: +100% Mindpower: +5 It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7.0 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 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. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, 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. |
supercharged elm totem of thorny skin [power 20] (25 cooldown) supercharged elm totem of thorny skin [power 20] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 6 turns increasing armour by 20 and armour hardiness by 30%, placing all other charms into a 25 cooldown. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By SBerk the Shalore Berserker level 11
65th Dusk 122nd year of Ascendancy at 22:31 see stats
Level 10
Got a character to level 10.By SBerk the Shalore Berserker level 10
40th Dusk 122nd year of Ascendancy at 06:38 see stats
The Arena
Unlocked Arena mode.By SBerk the Shalore Berserker level 8
28th Dusk 122nd year of Ascendancy at 06:50 see stats
The secret city
Discovered the truth about mages.By SBerk the Shalore Berserker level 10
46th Dusk 122nd year of Ascendancy at 12:55 see stats
Log
SBerk killed Treant!
SBerk hits Treant for 7 nature damage.
Treant hits SBerk for 2 physical damage.
SBerk hits Treant for 50 physical, 6 lightning, 1 nature (59 total damage).
SBerk hits Treant for 7 nature damage.
Treant hits SBerk for 2 physical damage.
SBerk hits Treant for 68 physical damage.
SBerk killed Treant!
Talent Stunning Blow is ready to use.
Resting starts...
SBerk no longer revels in blood quite so much.
Talent Death Dance is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Ran for 25 turns (stop reason: at door).
There is a way to the next level here (press '' or right click to use).
You gain 0.77 gold from the transmogrification of rough leather armour of stability (1 def, 2 armour).
You gain 1.25 gold from the transmogrification of steel mail armour (2 def, 6 armour).
You gain 4.40 gold from the transmogrification of Emoselaith (2 def, 6 armour).
You gain 0.07 gold from the transmogrification of woollen robe (0 def, 0 armour).
You gain 0.25 gold from the transmogrification of quiver of ash arrows (8/8, 19.5-27.3 power, 7 apr).
You gain 1.64 gold from the transmogrification of nature's mossy mindstar of clarity (3-3.3 power, 12 apr, mind damage).
You gain 2.46 gold from the transmogrification of acidic iron longsword of phasing (7-9.8 power, 8 apr).
You gain 0.50 gold from the transmogrification of steel greatsword (22.5-36 power, 2 apr).
There is a way to the previous level here (press '' or right click to use).
