Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Additional Randart Properties 1.5.5 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. FlexSpec Respec Limitation Relaxer 1.5.5Exponential Leveling 1.4.8Exponential 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
QuickTome: Resource Tweaks 1.3.1 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Inferno Race Pack 1.4.0Adds a collection of my races. 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: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. 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. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. magebow class v18 1.3.1Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Infinite |
Mode | Normal Adventure |
Sex | Male |
Race | EarthTurtle |
Class | Earth Knight |
Level / Exp | 18 / 11% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 1 on the 74th Pyre 122nd year of Ascendancy at 22:39 4 / 1 |
Primary Stats
Strength | 49 (base 44) |
Dexterity | 13 (base 17) |
Constitution | 72 (base 46) |
Magic | 52 (base 46) |
Willpower | 46 (base 46) |
Cunning | 46 (base 46) |
Resources
Life | 2221/2229 |
Mana | 14/264 |
Stamina | 170/219 |
Healing Factor | 1.0121170695333 |
Regeneration | 50.55524762319 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +50% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 52 |
Accuracy | 22 |
Crit Chance | 39% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 48 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Arcane | +12% |
All | 0% |
Lightning | +10% |
Light | +5% |
Temporal | +5% |
Physical | +11% |
Darkness | +5% |
Nature | +3% |
Offense: Damage Penetration
Darkness | +5% |
Physical | +10% |
Arcane | +10% |
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 92.510020542819 (49.06919946007%) |
Defense | 20 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 59 |
Mental Save | 40 |
Defense: Resistances
Lightning | + 26%( 70%) |
Acid | + 20%( 50%) |
Darkness | + 37%( 70%) |
Cold | + 37%( 70%) |
Blight | + 37%( 70%) |
Physical | + 53%(100%) |
Fire | + 47%( 70%) |
All | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 86% |
Blind Resistance | 5% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Spell / Earth | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Terramancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Terrakinesis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Terramorphism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat Casting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Race / Earthturtle | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Steelskin |
talent | Daunting Presence |
talent | Verdant Blood |
talent | Anime Style |
talent | Genius Loci |
talent | Eldritch Aura |
talent | Earthen Body |
talent | Stone Skin |
beneficial effect | This target's shell is absorbing 25% of all incoming damage. Current health is: 17/501 Earthen Shell |
detrimental effect | The target is poisoned, taking 4.71 nature damage per turn and decreasing all heals received by 37%. Insidious Poison |
detrimental effect | Zone-wide effect: +10% lightning damage, -10% lightning resistance, -10% physical power, -20% stun immunity. Static discharge |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Eldritch Combat |
detrimental effect | The target's soul has been rent. Soul Rend |
Quests
A compliation of all your achievements earnt. Heroic AchievementsYou are 20% of the way to your next Rank. You have killed: 27 Uniques 0 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 10) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16) | failed |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 13)Turns left: 0 You completed the challenge and received: Random Artifact: Brodugosin (10-14 power, 3 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 15)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 19) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 8) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 9) | failed |
Leave the level in less than 180 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (180) (Level 11)Turns left: -1 | failed |
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
Tool | iron pickaxe 'Liseda' (dig speed 29 turns) iron pickaxe 'Liseda' (dig speed 29 turns)3.0 T1 digger tool [Random Unique] Master While equipped: Stats +5 Str +1 Mag +3 Con dps ---------- Spell.pwr +12 (+3 eff.) Apr +6 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On hands | Unrurim the Darkguile (0 def, 7 armour) Unrurim the Darkguile (0 def, 7 armour)1.0 T1 hands armor [Random Unique] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical Res.pen +5% darkness ----- def ----- Armour +7 Resists +3% darkness ---------- misc Max.P.En +10.00 Max.N.En +10.00 Unarmed combat: Power 8.5 - 9.4 Physical Uses 40% Cun, 14% Str, 80% Mag 14% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around neck | Glinne Glinne0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Con +2 Mag dps ---------- Spell.crit +4% Crit.mult +6.00% Phys.pwr +2 (+0 eff.) Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +5% light +8% physical Res.pen +10% physical ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+5 eff.) Fatigue -6% HP.reg +2.20 Amulets can have magical properties. |
Main armor | Barkripper (1 def, 2 armour) Barkripper (1 def, 2 armour)9.0 T1 light armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +3% nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +16% fire ---------- misc Max.P.En +10.00 Max.N.En +10.00 On Nature Hit: 5% Slime Spit 1 A suit of armour made of leather. |
Around waist | insulating rough leather belt insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +6% cold A belt that goes around your waist. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | linen wizard hat 'Mustir' (1 def, 0 armour) linen wizard hat 'Mustir' (1 def, 0 armour)2.0 T1 head armor [Random Unique] Arcane While equipped: Stats +3 Mag ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +1% physical +3% darkness Spell.save +6 (+2 eff.) Blind- +5% A pointy cloth hat, very wizardly... |
In main hand | Xynor the elm vilestaff (10-12 power, 2 apr, acid element) Xynor the elm vilestaff (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Random Unique] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Eldritch Body Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 acid While equipped: dps ---------- Spell.crit +13% Spell.pwr +3 (+1 eff.) Dmg.mod +13% acid +12% arcane Res.pen +10% acid +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Inventory
iron mace (12-16.8 power, 2 apr) iron mace (12-16.8 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Mag, 35% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Mag, 35% Str Mastery Eldritch Body Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+6 eff.) Battle Call: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Burnpierce (10-13 power, 5 apr) Burnpierce (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Random Unique] Arcane Power 10.0 - 13.0 Physical Uses 16% Str, 90% Mag, 16% Dex Mastery Eldritch Body Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 cold While equipped: dps ---------- Dmg.mod +9% temporal Melee Ret 4 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
mighty ash longbow mighty ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
iron shield (4 def, 2 armour, 8.5-10.2 power, 18.5 block) iron shield (4 def, 2 armour, 8.5-10.2 power, 18.5 block)7.0 T1 shield armor [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Mag, 35% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +2.5% Block +18 While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking steel shield of arcane resistance (+11%) (6 def, 2 armour, 15-18 power, 39 block) shocking steel shield of arcane resistance (+11%) (6 def, 2 armour, 15-18 power, 39 block)7.0 T2 shield armor [Ego] Nature/Disrupt When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Mag, 35% Str Mastery Eldritch Body Acc+ +2.5% procs dam / acc Crit +3.0% Block +39 On Hit: * 16% chance to daze at end of turn While equipped: dps ---------- Melee+ 6 lightning Melee Ret 13 lightning ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +11% arcane ---------- misc Talents +2 Block Handheld deflection devices. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
59 alchemist agate 59 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Achievements
By 656 the EarthTurtle Earth Knight level 9
10th Mirth 122nd year of Ascendancy at 03:38 see stats
By 656 the EarthTurtle Earth Knight level 10
10th Mirth 122nd year of Ascendancy at 04:01 see stats
By 656 the EarthTurtle Earth Knight level 10
10th Mirth 122nd year of Ascendancy at 04:01 see stats
Log
656 activates Stone Skin.
656 deactivates Eldritch Aura.
656's Eldritch Aura has been deactivated!
656 activates Eldritch Aura.
656 deactivates Genius Loci.
656's Genius Loci has been deactivated!
656 activates Genius Loci.
656 deactivates Earthen Body.
656's Earthen Body has been deactivated!
656 activates Earthen Body.
656 deactivates Daunting Presence.
656's Daunting Presence has been deactivated!
656 activates Daunting Presence.
656 deactivates Earthen Body.
656's Earthen Body has been deactivated!
656 deactivates Steelskin.
656's Steelskin has been deactivated!
656 deactivates Verdant Blood.
656's Verdant Blood has been deactivated!
656 deactivates Stone Skin.
656's Stone Skin has been deactivated!
656 deactivates Genius Loci.
656's Genius Loci has been deactivated!
656 deactivates Daunting Presence.
656's Daunting Presence has been deactivated!
656 deactivates Anime Style.
656's Anime Style has been deactivated!
656 is no longer poisoned.
656 deactivates Eldritch Aura.
656's Eldritch Aura has been deactivated!