My plan is to jack Essence of Speed up once my mana pool gets a bit bigger, thus overcoming the ghouls biggest racial disadvantage (their speed penalty).
Assuming nothing bad happens >.> I'll post another dump before I go after the Master.
Code: Select all
[Tome 4.00 @ www.te4.org Character Dump]
Sex : Male STR: 15
Race : Ghoul DEX: 11
Class : Archmage MAG: 36
Level : 11 WIL: 25
Exp : 0% CUN: 16
Gold : 50.82 CON: 17
Attack(Main Hand): 2 Life : 216/216 Encumbrance : 41/67
Damage(Main Hand): 24 Difficulty : Normal
APR (Main Hand): 3 Mana : 245/245
Crit (Main Hand): 4%
Crit (Main Hand): 4%
Crit (Main Hand): 4%
Speed (Main Hand): 1.00
Fatigue : 0% Spellpower : 38
Armor : 0 Spell Crit : 4.8%
Defense : 15.35 Spell Speed : 1
Ranged Defense : 15.35
Physical Save : 8
Spell Save : 15.25
Mental Save : 10.25
Poison Resistance: 80%
Bleed Resistance: 100%
Blind Resistance: 50%
Stun Resistance: 50%
Fear Resistance: 100%
Number of NPC killed: 474
Most killed NPC: wolf (39)
[Talents Chart]
- Spell / Arcane (mastery 1.30)
Arcane Power (class) 1/5
Manathrust (class) 5/5
Manaflow (class) 1/5
Disruption Shield (class) 0/5
- Spell / Fire (mastery 1.30)
Flame (class) 2/5
Flameshock (class) 0/5
Fireflash (class) 0/5
Inferno (class) 0/5
- Spell / Earth (mastery 1.30)
Stone Skin (class) 0/5
Dig (class) 0/5
Strike (class) 0/5
Stone Wall (class) 0/5
- Spell / Water (mastery 1.30)
Corrosive Vapour (class) 0/5
Freeze (class) 0/5
Tidal Wave (class) 0/5
Ice Storm (class) 0/5
- Spell / Air (mastery 1.30)
Lightning (class) 5/5
Chain Lightning (class) 0/5
Feather Wind (class) 0/5
Thunderstorm (class) 0/5
- Spell / Conveyance (mastery 1.30)
Phase Door (generic) 4/5
Teleport (generic) 0/5
Displacement Shield (generic) 0/5
Probability Travel (generic) 0/5
- Spell / Nature (mastery 1.30)
Regeneration (generic) 0/5
Heal (generic) 0/5
Restoration (generic) 0/5
Nature's Call (generic) 0/5
- Spell / Divination (mastery 1.30)
Sense (generic) 4/5
Identify (generic) 1/5
Vision (generic) 1/5
Telepathy (generic) 0/5
- Spell / Temporal (mastery 1.30)
Time Prison (class) 1/5
Congeal Time (class) 0/5
Essence of Speed (class) 0/5
Time Shield (class) 0/5
- Spell / Phantasm (mastery 1.30)
Illuminate (class) 0/5
Blur Sight (class) 0/5
Phantasmal Shield (class) 0/5
Invisibility (class) 0/5
- Undead / Ghoul (mastery 1.10)
Ghoul (generic) 1/5
Ghoulish Leap (generic) 0/5
Gnaw (generic) 0/5
Retch (generic) 0/5
[Current Effects]
[Completed Quests]
-- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
[Active Quests]
-- Of trolls and damp caves
Explore the caves below the tower of Amon S?»l and the trollshaws in search of treasure and glory!
* You must explore Amon S?»l and find out what lurks there and what treasures are to be gained!
* You must explore the Trollshaws and find out what lurks there and what treasures are to be gained!
-- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-west of the town of Bree.
The Maze is west of Bree.
The Sandworm Lair is to the far west of Bree, near the sea.
Carn D?»m is to the north of Amon S?»l.
* You have explored the Old Forest and vanquished the Old Man Willow.
* 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 Carn D?»m and find out what lurks there and what treasures are to be gained!
[Character Equipment]
In main hand
a) ash staff (10.5-12.6 power, 3 apr, fire damage)
Type: weapon / staff
10 Power [Range 1.20] (+100% Magic), 0 Attack, 3 Armor Penetration, Crit 3%
Damage type: fire
When wielded/worn:
Spellpower 2, Spell Crit 2%
In off hand
On fingers
b) steel ring of defense (7 def, 0 armor)
Type: jewelry / ring
When wielded/worn:
Armor 0, Defense 7
c) gold ring of defense (7 def, 0 armor)
Type: jewelry / ring
When wielded/worn:
Armor 0, Defense 7
Around neck
d) copper amulet of cunning (+3)
Type: jewelry / amulet
When wielded/worn:
Increases stats: 3 Cunning.
Dropped by black ooze
Light source
e) bright brass lantern of clear sight
Type: lite / lite
When wielded/worn:
Increases blindness immunity: 50%.
Light radius 3
Dropped by Bill the Stone Troll
Main armor
f) linen robe (0 def, 0 armor)
Type: armor / cloth
On head
g) charged(sense) linen wizard hat of willpower (+2) (1 def, 0 armor)
Type: armor / head
When wielded/worn:
Armor 0, Defense 1
Increases stats: 2 Willpower.
It can be used to activate talent: Sense (level 1), costing 1 power out of 2/2.
Dropped by Bill the Stone Troll
On hands
On feet
Tool
Quiver
[Player Achievements]
'Level 10' was wchieved for Got a character to level 10. At 2010-09-06 11:52:25
'Rescuer of the lost' was wchieved for Rescued the merchant from the assassin lord. At 2010-09-06 13:43:33
[Character Inventory]
a) acid-proof potion of lesser healing
Type: potion / potion
It can be used to heal some life.
b) acid-proof potion of lesser mana
Type: potion / potion
It can be used to restore some mana.
c) giant potion of lesser healing
Type: potion / potion
It can be used to heal some life.
d) giant potion of see invisible
Type: potion / potion
It can be used to sense invisible for a while.
e) 4 potion of cure disease
Type: potion / potion
It can be used to cure poison.
f) 8 potion of cure poison
Type: potion / potion
It can be used to cure poison.
g) 11 potion of lesser healing
Type: potion / potion
It can be used to heal some life.
h) 8 potion of lesser mana
Type: potion / potion
It can be used to restore some mana.
i) potion of mana
Type: potion / potion
It can be used to restore a good part of your mana.
j) potion of see invisible
Type: potion / potion
It can be used to sense invisible for a while.
k) fire-proof scroll of teleportation
Type: scroll / scroll
It can be used to teleport you anywhere on the level, randomly.
l) scroll of enemies detection
Type: scroll / scroll
It can be used to detect enemies within a certain range.
m) 4 scroll of identify
Type: scroll / scroll
It can be used to identify one object (or all with high magic stat).
n) 11 scroll of light
Type: scroll / scroll
It can be used to light up the surrounding area.
o) 4 scroll of magic mapping
Type: scroll / scroll
It can be used to map the area directly around you.
p) 4 scroll of phase door
Type: scroll / scroll
It can be used to teleport you randomly over a short distance.
q) scroll of teleportation
Type: scroll / scroll
It can be used to teleport you anywhere on the level, randomly.
r) copper amulet of mastery (0.12 Technique / Dual wielding)
Type: jewelry / amulet
When wielded/worn:
Increases talent masteries: 0.12 Technique / Dual wielding.
s) citrine ring
Type: jewelry / ring
When wielded/worn:
Light radius 1
t) copper ring
Type: jewelry / ring
u) copper ring of constitution (+3)
Type: jewelry / ring
When wielded/worn:
Increases stats: 3 Constitution.
v) copper ring of massacre (+6%)
Type: jewelry / ring
When wielded/worn:
Increases damage type: 6% physical.
w) steel ring
Type: jewelry / ring
x) steel ring
Type: jewelry / ring
y) iron battleaxe (8-12 power, 1 apr)
Type: weapon / battleaxe
8 Power [Range 1.50] (+120% Strength), 0 Attack, 1 Armor Penetration, Crit 4%
Damage type: physical
Dropped by Assassin Lord
z) charged(shield pummel) steel dagger (11-14.3 power, 6 apr)
Type: weapon / dagger
11 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
It can be used to activate talent: Shield Pummel (level 1), costing 1 power out of 3/3.
Dropped by Assassin Lord
{) iron dagger of massacre (5-6.5 power, 5 apr)
Type: weapon / dagger
5 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 5 Armor Penetration, Crit 4%
Damage type: physical
When wielded/worn:
Increases damage type: 10% physical.
Dropped by bandit
|) phase steel dagger (10-13 power, 8 apr)
Type: weapon / dagger
10 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 8 Armor Penetration, Crit 5%
Damage type: physical
Dropped by cutpurse
}) poisonous iron dagger (5.5-7.15 power, 5 apr)
Type: weapon / dagger
5 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 5 Armor Penetration, Crit 4%
Damage type: physical
When wielded/worn:
Damage on hit(melee): 6 poison.
Dropped by assassin
~) shocking steel dagger (9-11.7 power, 6 apr)
Type: weapon / dagger
9 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Damage on hit(melee): 4 lightning.
Dropped by bandit
) shocking steel dagger (8.5-11.05 power, 6 apr)
Type: weapon / dagger
8 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Attack, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Damage on hit(melee): 4 lightning.
Dropped by bandit
€) ash staff (7.5-9 power, 3 apr, nature damage)
Type: weapon / staff
7 Power [Range 1.20] (+100% Magic), 0 Attack, 3 Armor Penetration, Crit 3%
Damage type: nature
When wielded/worn:
Spellpower 2, Spell Crit 2%
?) elm staff (4-4.8 power, 2 apr, fire damage)
Type: weapon / staff
4 Power [Range 1.20] (+100% Magic), 0 Attack, 2 Armor Penetration, Crit 2%
Damage type: fire
When wielded/worn:
Spellpower 1, Spell Crit 1%
‚) ruby
Type: gem / red
When used to imbue an armour:
Increases stats: 4 Strength,4 Dexterity,4 Magic,4 Willpower,4 Cunning.