Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.3.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Bulwark |
Level / Exp | 22 / 54% |
Size | big |
Lifes / Deaths | Killed by lesser vampire at level 6 on the 75th Pyre 122nd year of Ascendancy at 04:13 4 / 1 |
Primary Stats
Strength | 59 (base 51) |
Dexterity | 26 (base 27) |
Constitution | 53 (base 51) |
Magic | 53 (base 51) |
Willpower | 49 (base 51) |
Cunning | 53 (base 51) |
Resources
Life | 2548/2548 |
Stamina | 296/296 |
Healing Factor | 1 |
Regeneration | 61.646152461984 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +1000% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
Offense: Mainhand
Damage | 92 |
Accuracy | 65 |
Crit Chance | 66% |
APR | 20 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 52.333333333333 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 52.5 |
Crit Chance | 45% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 90.504286018844 (93.924050632911%) |
Defense | 41.72723551776 |
Ranged Defense | 41.72723551776 |
Fatigue | 34 |
Physical Save | 41.733333333333 |
Spell Save | 61.05 |
Mental Save | 30.35 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Stun Resistance | 57% |
Instadeath Resistance | 100% |
Knockback Resistance | 57% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a 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 (0% of a turn) 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: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 0.90 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Precise Strikes |
beneficial effect | Movement is 1000% faster. Step Up |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | miner's pair of drakeskin leather boots of tirelessness (0 def, 9 armour) miner's pair of drakeskin leather boots of tirelessness (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Stamina each turn: +0.30 Maximum stamina: +10.00 Infravision radius: +1 A pair of boots made of leather. |
On hands | iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (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 (+2 eff.) Armour: +1 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | 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 hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Around waist | rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
Main armor | Arayabeth (4 def, 13 armour) Arayabeth (4 def, 13 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +17% Damage when hit (Melee): 8 blight Changes stats: +2 Str / +2 Con Changes resistances: +15% lightning Physical save: +6 (+2 eff.) Maximum life: +30.00 A suit of armour made of metal plates. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 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. |
In off hand | Coral Spray (8 def, 8 armour, 100% power, 48 block) Coral Spray (8 def, 8 armour, 100% power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | elven-silk cloak (3 def, 0 armour) elven-silk cloak (3 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery 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 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Inventory
phase door rune of the warrior (range 12; power 33; dur 3) phase door rune of the warrior (range 12; power 33; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.52 cold and 11.61 physical damage (based on Willpower) each turn and knocking opponents back, costing 44 power out of 60/60. This azure ring seems to be always moist to the touch. |
This item will automatically be transmogrified when you leave the level. copper ring of darkness (+20%)copper ring of darkness (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. steel dagger (108% power, 6 apr)steel dagger (108% power, 6 apr) Requires: - Dexterity 16 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, short and deadly. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 6 power out of 8/8) : Effective talent level: 2.2 Power cost: 6 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 183% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
voratun longsword (151% power, 6 apr) voratun longsword (151% power, 6 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff (100% power, 2 apr, acid element)cruel elm vilestaff (100% power, 2 apr, acid element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Changes damage: +10% acid Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elm magestaff (100% power, 2 apr, arcane element)elm magestaff (100% power, 2 apr, arcane element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. greater elm starstaff of fate (100% power, 2 apr, darkness element)greater elm starstaff of fate (100% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% physical / +10% temporal / +10% darkness / +10% light Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +7 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe (102% power, 2 apr)balanced iron waraxe (102% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +21% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. linen robe (0 def, 0 armour)linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven linen robe (0 def, 0 armour)mindwoven linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Mental save: +16 (+8 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. psychic's rough leather gloves of magic (+2) (0 def, 1 armour)psychic's rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 mind Changes stats: +2 Mag Changes resistances: +5% mind Changes damage: +3% arcane / +4% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cleansing iron helm of strength (+3) (0 def, 3 armour)cleansing iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +5% nature / +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. miner's iron helm of dexterity (+3) (0 def, 5 armour)miner's iron helm of dexterity (+3) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of acid resistance (2 def, 4 armour)spiked iron mail armour of acid resistance (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 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 10 physical Changes resistances: +16% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. rough leather armour 'Haligar' (1 def, 2 armour)rough leather armour 'Haligar' (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +2 Cun Changes resistances: +16% lightning Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of fire resistance (1 def, 2 armour)spiked rough leather armour of fire resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Baluruidil (5 def, 11 armour)Baluruidil (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 8 blight Changes resistances: +17% lightning / +15% temporal / +17% acid Vim when firing critical spell: +1.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked iron plate armour (3 def, 7 armour)spiked iron plate armour (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 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 11 physical A suit of armour made of metal plates. |
voratun shield (12 def, 3 armour, 100% power, 194.5 block) voratun shield (12 def, 3 armour, 100% power, 194.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 alchemist agate 45 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (106 power, based on Willpower), costing 8 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 13 power out of 35/35) : Effective talent level: 3.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 54 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 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% Latent Damage Type: Arcane 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% Latent Damage Type: Light 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By MoJo the Ogre Bulwark level 10
75th Pyre 122nd year of Ascendancy at 09:45 see stats
By MoJo the Ogre Bulwark level 20
3rd Mirth 122nd year of Ascendancy at 01:38 see stats
By MoJo the Ogre Bulwark level 19
1st Mirth 122nd year of Ascendancy at 11:33 see stats
Log
Ran for 3 turns (stop reason: didn't move).
Ran for 3 turns (stop reason: didn't move).
Ran for 2 turns (stop reason: interesting terrain).
MoJo uses Dig.
Digging starts...
Dug for 13 turns.
Wall turns into floor.
MoJo performs a melee critical strike against Lesser vampire!
MoJo uses Battle Call.
Lesser vampire is called to battle!
Lesser vampire is called to battle!
Lesser vampire resists the knockback!
MoJo hits Lesser vampire for 133 physical, 16 physical (149 total damage).
Lesser vampire misses MoJo.
MoJo performs a melee critical strike against Lesser vampire!
MoJo prepares for the next kill!.
MoJo hits Lesser vampire for 159 physical damage.
MoJo killed Lesser vampire!
Ran for 2 turns (stop reason: quitting).
MoJo slows down.
MoJo deactivates Daunting Presence.
MoJo deactivates Precise Strikes.
MoJo deactivates Shield Wall.