










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Faster 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. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Marauder |
Level / Exp | 15 / 85% |
Size | big |
Lifes / Deaths | Killed by Emukira the dire wolf at level 11 on the 43rd Dusk 122nd year of Ascendancy at 06:24 2 / 3Killed by Yvildalaith the bandit at level 15 on the 67th Haze 122nd year of Ascendancy at 23:15 Killed by ritch flamespitter at level 15 on the 70th Haze 122nd year of Ascendancy at 18:15 |
Primary Stats
Strength | 47 (base 41) |
Dexterity | 41 (base 32) |
Constitution | 10 (base 10) |
Magic | 12 (base 10) |
Willpower | 18 (base 10) |
Cunning | 18 (base 11) |
Resources
Life | 434/434 |
Stamina | 175/175 |
Healing Factor | 1.4 |
Regeneration | 2.17 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 96 |
Accuracy | 29 |
Crit Chance | 16% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 15 |
Accuracy | 29 |
Crit Chance | 16% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Nature | +18% |
Darkness | +6% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Acid | +5% |
Light | +10% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 15 |
Ranged Defense | 18 |
Fatigue | 1 |
Physical Save | 25 |
Spell Save | 28 |
Mental Save | 15 |
Defense: Resistances
Nature | + 38%( 70%) |
Lightning | + 11%( 70%) |
Darkness | + 15%( 70%) |
Cold | + 26%( 70%) |
Blight | + 23%( 70%) |
Acid | + 6%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 79% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 483% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.10 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 abandoned injured seer to death. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +2. | 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 |
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 |
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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +3 (+2 eff.) Fatigue +2% Resists +3% blight Phys.save +6 (+3 eff.) Confus- +20% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +44.00 Heal.mod +10% ---------- 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 | ![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% nature +6% cold A cap made of leather. |
On hands | ![]() 1.0 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +7 Spell.save +6 (+3 eff.) Mind.save +3 (+3 eff.) HP.reg +1.30 Confus- +15% Stun/Frz- +5% ---------- misc Stam/turn +0.60 Max.stam +13.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +20% darkness +5% acid Melee Ret 4 darkness 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% darkness +6% acid ---------- misc Max.vim +9.00 Reveal the area around you, dispelling darkness (radius 10, power 37 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +22% ---------- misc Mana/turn +0.11 Rings can have magical properties. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% nature Res.pen +20% nature +10% light Acc +4 (+2 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +9% nature Rings can have magical properties. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets can have magical properties. |
In main hand | ![]() 3.0 T3 battleaxe 2H weapon [Ego] Master/Psionic Power 151% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +20 mind On Hit: * 21% chance to cause random gloom While equipped: Stats +3 Cun +5 Wil Massive two-handed battleaxes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 117% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +22 insidious poison +12 nature On Crit.r2 +12 nature On Hit: * Slows global speed by 40% While equipped: dps ---------- Melee Ret 8 nature On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% nature Sharp, short and deadly. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex +2 Wil +2 Cun dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +1 (+1 eff.) Fatigue -8% Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% nature ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +9% darkness Max.HP +20.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +4% Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Resists +12% light +10% darkness Heal/summ +10 Blind- +24% ---------- misc Hate/m.crit +2.00 Light +2 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Con +3 Mag dps ---------- Crit.mult +5.00% ----- def ----- Resists +7% physical Phys.save +7 (+3 eff.) Max.HP +45.00 HP.reg +1.50 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +4 (+4 eff.) Resists +20% lightning Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% arcane ----- def ----- Armour +4 Resists +11% arcane Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings can have magical properties. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 121% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire On Crit: * cripple the target While equipped: Stats +1 Mag dps ---------- Phys.crit +6.0% ----- def ----- Spell.save +12 (+6 eff.) Sharp, long, and deadly. |
![]() 3.0 T1 mace 1H weapon [Rare] Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Crit: * wounds the target for 7 turns: 16 bleeding, 59% reduced healing While equipped: Stats +1 Str +4 Mag +1 Wil dps ---------- Phys.crit +6.0% Mind.crit +4% Crit.mult +5.00% Phys.pwr +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Telepathy Humanoid/Orc Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +12 insidious poison +10 cold While equipped: dps ---------- Dmg.mod +6% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Psionic Power 136% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 mind On Hit: * 13% chance to cause random gloom While equipped: Stats +1 Cun +1 Wil Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Random Unique] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 acid +11 cold On Hit.r1 +12 light +5 fire On Crit: * splashes the target with acid While equipped: dps ---------- Melee Ret 8 light One-handed war axes. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 100% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 97% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 92% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 physical While equipped: Stats +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +4% mind +2% darkness Melee Ret 16 physical 4 mind 4 darkness ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+2 eff.) Resists +6% light Die.at -60.00 life Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Con dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning +10% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +2 (+2 eff.) Resists +6% mind Spell.save -13 (-7 eff.) ---------- misc Stam/turn +0.90 Mana/turn -0.10 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +2 (+2 eff.) Rng.Def +3 (+2 eff.) Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +5% nature ----- def ----- Armour +1 Resists +5% nature +12% acid Cut- +5% Silence- +10% Disarm- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee+ 6 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +5% nature ---------- misc Infravis +2 Telepathy Humanoid/Orc Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +2 Str +1 Mag dps ---------- Melee+ 6 nature Dmg.mod +3% nature Res.pen +5% fire ----- def ----- Armour +1 Fatigue -6% Resists +5% nature ---------- misc See.Invis +12 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% physical Acc +4 (+2 eff.) ----- def ----- Armour +1 Resists +3% physical Max.HP +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +5% Resists +9% nature +3% blight Die.at -40.00 life Disarm- +15% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +5% light +15% fire Melee Ret 12 fire ----- def ----- Max.HP +43.00 ---------- misc Light +4 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. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Mag dps ---------- Melee Ret 4 nature ---------- misc Infravis +2 Talents +1 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 3 stamina. 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Achievements
By 2wep the Ogre Marauder level 11
65th Dusk 122nd year of Ascendancy at 17:36 see stats
By 2wep the Ogre Marauder level 10
27th Dusk 122nd year of Ascendancy at 09:59 see stats
By 2wep the Ogre Marauder level 11
39th Dusk 122nd year of Ascendancy at 18:20 see stats
By 2wep the Ogre Marauder level 6
1st Dusk 122nd year of Ascendancy at 12:29 see stats
By 2wep the Ogre Marauder level 14
9th Haze 122nd year of Ascendancy at 17:37 see stats
Log
2wep uses Infusion: Regeneration.
2wep starts regenerating health quickly.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
War hound hits 2wep for 73 physical damage.
2wep hits War hound for 20 acid, 4 darkness, 9 nature (34 total damage).
Ritch flamespitter hits 2wep for 98 fire damage.
2wep receives 26 healing.
Xanuratha the thief receives 2 healing from Insidious Poison from 2wep.
War hound hits 2wep for 78 physical damage.
2wep hits War hound for 20 acid, 4 darkness, 9 nature (34 total damage).
2wep uses Infusion: Movement.
2wep is moving freely.
2wep is moving at extreme speed!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ritch flamespitter hits 2wep for 98 fire damage.
2wep the level 15 ogre marauder was slowly cooked to death by a ritch flamespitter on level 1 of The Maze.
You have 2 life(s) left.
2wep has finished recovering.
2wep no longer revels in blood quite so much.
2wep stops regenerating health quickly.
2wep slows down.
2wep is moving less freely.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ritch flamespitter killed 2wep!
Saving done.