Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 | 
| Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Myth's Minimalist UI 1.3.1This addon changes several user interface elements to provide a more open and cleaner overall appearance. 
 +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. QuickTome: Improved Recall 1.3.1Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Nur Kit 1.3.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Ashes of Urh'Rok 1.2.4Official 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:
 Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).  Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. ZOmnibus Addon Pack 1.3.0Combines 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-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 1.3.0Donators/Buyers bonus! Assassin 1.3.3Reworks the Rogue class. Midnight 1.3.1Adds 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. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource   Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Protos race 0.2 1.3.5Protos race. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats:     Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats:     Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: magebow class v18 1.3.1Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. 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. Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth The Crucible 1.3.1As I'm bad at descriptions, heres the in-game description that you'll get whenever you want to forge an item for more information; This process will transplant all egos from the 2 altars on the outside, onto the center item. This process will use Fortress energy. (Ranged weapons of any sort (including ammo) is not recommended, but not disallowed. Use at your own risk.)  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Adventure | 
| Sex | Male | 
| Race | Mardrop | 
| Class | Archmage | 
| Level / Exp | 64 / 15% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded 7 / 0 | 
Primary Stats
| Strength | 119 (base 71) | 
| Dexterity | 91 (base 71) | 
| Constitution | 83 (base 71) | 
| Magic | 88 (base 71) | 
| Willpower | 80 (base 71) | 
| Cunning | 95 (base 71) | 
Resources
| Life | 32507/32507 | 
| Mana | 1092/1311 | 
| Psi_feedback | 0/945 | 
| Equilibrium | 18 | 
| Healing Factor | 1.1 | 
| Regeneration | 168.3128857337 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +335% | 
| Spell | +200% | 
| Global | +435% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 20 | 
| See Stealth | 217.38384965392 | 
| See Invisible | 263.66682871489 | 
| ESP Range | 10 | 
| ESP Kinds | demon/minor, demon/major | 
Offense: Mainhand
| Damage | 407 | 
| Accuracy | 102 | 
| Crit Chance | 50% | 
| APR | 178 | 
| Speed | 0.33 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 136.93084698265 | 
| Crit Chance | 61% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 122.85 | 
Offense: Mind
| Mindpower | 96.6 | 
| Crit Chance | 47% | 
| Speed | 0.33333333333333 | 
Defense: Base
| Armour (hardiness) | 318.12865900995 (100%) | 
| Defense | 120.87790366809 | 
| Ranged Defense | 121.44933223952 | 
| Fatigue | 0 | 
| Physical Save | 199.73666666667 | 
| Spell Save | 196.04666666667 | 
| Mental Save | 197.69166666667 | 
Defense: Resistances
| All | +143%(100%) | 
Defense: Immunities
| Silence Resistance | 36% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 22% | 
Inscriptions (4/5)
| 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.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -3 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.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -5 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 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, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free.  | 
Class Talents
| Spell / Meta | 1.30 | 
  | 6/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Storm | 50.90 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Spell / Air | 30.10 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Spell / Arcane | 20.10 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Spell / Phantasm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Spell / Arcane elements | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Water | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 5.30 | 
  | 6/5 | 
  | 5/5 | 
  | 6/5 | 
  | 6/5 | 
| Wild-gift / Mindstar mastery | 1.20 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Staff combat | 20.00 | 
  | 6/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Divination | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.30 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
| Race / Mardrop | 1.00 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
  | 6/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Through The Crowd | 
| talent | Disruption Shield | 
| talent | Probability Travel | 
| talent | Defensive Posture | 
| talent | Keen Senses | 
| talent | Arcane Shield | 
| talent | Arcane Power | 
| talent | Thunderstorm | 
| talent | Psiblades | 
| talent | Tempest | 
| talent | Arcane Depths | 
| talent | Spellcraft | 
| talent | Premonition | 
| talent | Shielding | 
| talent | Bright Aura | 
| detrimental effect | The target is on fire, taking 34.29 fire damage per turn. Burning | 
| beneficial effect | Immune to physical effects. Spine of the World | 
| beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning | 
| beneficial effect | The target's spellpower has been increased by 15. Spellsurge | 
| beneficial effect | Fully absorbs 0 fire attack. Ward | 
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom...  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains.  | active | 
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning.  | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet | Xara the pair of iron boots (3 def, 7 armour) Xara the pair of iron boots (3 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -3% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 arcane Changes stats: +3 Dex / +5 Cun / +2 Con Changes resistances: +7% acid / +3% blight / +7% fire / +7% cold / +7% lightning Changes resistances penetration: +15% arcane / +15% blight Physical save: +13 (+1 eff.) Mental save: +13 (+1 eff.) Stamina each turn: +0.40 Maximum life: +36.00 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source | 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 (135 power, based on Willpower), costing 2 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide.  | 
| On head | clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour) clarifying linen wizard hat of darkness (+15%) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Changes resistances: +15% darkness Changes damage: +10% darkness Mental save: +5 (+0 eff.) A pointy cloth hat, very wizardly...  | 
| On hands | brawler's drakeskin leather gloves of magic (+4) (0 def, 3 armour) brawler's drakeskin leather gloves of magic (+4) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +4 Str / +4 Dex / +5 Mag / +4 Cun Changes damage: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool | miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers | savior's copper ring of blight (+11%) savior's copper ring of blight (+11%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Rings can have magical properties.  | 
| On fingers | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 6 power out of 30/30) : Effective talent level: 1.0 Power cost: 6 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 92.59 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion.  | 
| Around neck | Bethamira the Smoldersever Bethamira the SmolderseverInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 fire Changes stats: +3 Str / +9 Dex / +1 Wil / +8 Cun / +8 Con Changes resistances: +22% light / +26% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +10 (+1 eff.) Blindness immunity: +22% Life regen: +2.70 Stamina each turn: +1.00 Maximum life: +48.00 Infravision radius: +1 Movement speed: +10% Amulets can have magical properties.  | 
| In main hand | short elm magestaff (10-12 power, 2 apr, lightning element) short elm magestaff (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 130% 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% lightning Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
| Around waist | Shimmerumbra ShimmerumbraCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +9.0% Physical power: +4 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +3% acid / +3% lightning Changes resistances penetration: +20% lightning / +5% acid Changes damage: +9% lightning Critical mult.: +6.00% Mental crit. chance: +7% A belt that goes around your waist.  | 
| In off hand | Fireproof FireproofRequires: - Magic 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes resistances: +15% fire / +15% light / +15% arcane Reduce damage by fixed amount: +2 all Maximum wards: +2 fire / +2 light / +2 arcane Talent granted: +2 Ward Spell save: +15 (+2 eff.) Slows Projectiles: +15% Activating this item is instant. It can be used to instantly cure burning, costing 4 power out of 21/30. It feels cold to the touch and a little bit moist.  | 
| Cloak | regal cashmere cloak of implacability (2 def, 0 armour) regal cashmere cloak of implacability (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Wil Physical save: +6 (+1 eff.) Mental save: +11 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | ancient elven-silk robe of Angolwen (12 def, 0 armour) ancient elven-silk robe of Angolwen (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +9 Mag / +5 Wil Changes resistances penetration: +9% temporal / +11% physical Changes damage: +15% temporal / +10% physical Silence immunity: +36% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +12 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon, costing 1 power out of 1/1. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
elm vilestaff (10-12 power, 2 apr, fire element) elm vilestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 130% 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% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
dragonbone starstaff (30-36 power, 6 apr, physical element) dragonbone starstaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art.  | 
iron battleaxe of projection (13.5-20.25 power, 1 apr) iron battleaxe of projection (13.5-20.25 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed battleaxes.  | 
Quartz Sceptre (10-14 power, 4 apr) Quartz Sceptre (10-14 power, 4 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 1 Base power: 10.0 - 14.0 Uses stats: 100% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 arcane When wielded/worn: Changes damage: +10% light Spellpower: +6 (+1 eff.) Though the crystal on the end refracts light in unexpected ways, this Sceptre is still strong enough to give out a good beating.  | 
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of dwarven-steel shots of annihilation (20/20, 41.5-49.8 power, 8 apr)plaguebringer's pouch of dwarven-steel shots of annihilation (20/20, 41.5-49.8 power, 8 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 41.5 - 49.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +13.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease Travel speed: +200% Damage (Ranged): +14 blight Shots are used with slings to pummel your foes to death.  | 
linen robe (2 def, 0 armour) linen robe (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
silk robe of life (10 def, 0 armour) silk robe of life (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes resistances: +8% blight Life regen: +1.50 Maximum life: +58.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
stormwoven elven-silk robe (12 def, 0 armour) stormwoven elven-silk robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +7 Str / +5 Mag / +7 Wil Changes resistances: +9% lightning / +11% cold Changes damage: +17% lightning / +12% physical / +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
This item will automatically be transmogrified when you leave the level. volcanic hardened leather armour of the deep (3 def, 21 armour)volcanic hardened leather armour of the deep (3 def, 21 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +21 Defense: +3 (+0 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +11% acid / +11% cold / +16% fire / +21% physical Allows you to breathe in: water A suit of armour made of leather.  | 
hardened leather belt of resilience hardened leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +33.00 A belt that goes around your waist.  | 
grounding pair of hardened leather boots of uncanny dodging (2 def, 3 armour) grounding pair of hardened leather boots of uncanny dodging (2 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +3% Changes resistances: +6% lightning / +7% temporal A pair of boots made of leather.  | 
This item will automatically be transmogrified when you leave the level. hating granite wardstone of the spellhunthating granite wardstone of the spellhunt Requires: - Magic 15 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Wil Changes resistances: +9% blight / +9% temporal / +9% arcane Reduce damage by fixed amount: +2 all Maximum wards: +2 blight / +2 temporal / +2 arcane Talent granted: +3 Ward Hate each turn: +0.30 Maximum hate: +11.00 Slows Projectiles: +15% Handheld warding devices  | 
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.  | 
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.  | 
Rod of Recall (400/400) Rod of Recall (400/400)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns, costing 1 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.  | 
Achievements
			Dragon's Greed (Madness (Adventure) difficulty) (Uniques)
			Amassed 8000 gold pieces.By Harken the Mardrop Archmage level 10
75th Pyre 122nd year of Ascendancy at 17:31 see stats
			I'm a cool hero (Madness (Adventure) difficulty) (Uniques)
			Saved Derth without a single inhabitant dying.By Harken the Mardrop Archmage level 47
77th Pyre 122nd year of Ascendancy at 16:58 see stats
			Level 10 (Madness (Adventure) difficulty) (Uniques)
			Got a character to level 10.By Harken the Mardrop Archmage level 10
75th Pyre 122nd year of Ascendancy at 17:31 see stats
			Level 20 (Madness (Adventure) difficulty) (Uniques)
			Got a character to level 20.By Harken the Mardrop Archmage level 20
76th Pyre 122nd year of Ascendancy at 10:38 see stats
			Level 30 (Madness (Adventure) difficulty) (Uniques)
			Got a character to level 30.By Harken the Mardrop Archmage level 30
76th Pyre 122nd year of Ascendancy at 20:12 see stats
			Level 40 (Madness (Adventure) difficulty) (Uniques)
			Got a character to level 40.By Harken the Mardrop Archmage level 40
77th Pyre 122nd year of Ascendancy at 01:47 see stats
			Level 50 (Madness (Adventure) difficulty) (Uniques)
			Got a character to level 50.By Harken the Mardrop Archmage level 50
77th Pyre 122nd year of Ascendancy at 17:48 see stats
			Lost in translation (Madness (Adventure) difficulty) (Uniques)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Harken the Mardrop Archmage level 40
77th Pyre 122nd year of Ascendancy at 10:47 see stats
			Overpowered! (Madness (Adventure) difficulty) (Uniques)
			Did over 6000 damage in one attack.By Harken the Mardrop Archmage level 49
77th Pyre 122nd year of Ascendancy at 17:40 see stats
			Rescuer of the lost (Madness (Adventure) difficulty) (Uniques)
			Rescued the merchant from the assassin lord.By Harken the Mardrop Archmage level 54
77th Pyre 122nd year of Ascendancy at 18:59 see stats
			Size is everything (Madness (Adventure) difficulty) (Uniques)
			Did over 1500 damage in one attack.By Harken the Mardrop Archmage level 13
76th Pyre 122nd year of Ascendancy at 06:47 see stats
			Size matters (Madness (Adventure) difficulty) (Uniques)
			Did over 600 damage in one attack.By Harken the Mardrop Archmage level 13
76th Pyre 122nd year of Ascendancy at 06:46 see stats
			The bigger the better! (Madness (Adventure) difficulty) (Uniques)
			Did over 3000 damage in one attack.By Harken the Mardrop Archmage level 23
76th Pyre 122nd year of Ascendancy at 14:50 see stats
			Treasure Hoarder (Madness (Adventure) difficulty) (Uniques)
			Amassed 3000 gold pieces.By Harken the Mardrop Archmage level 5
75th Pyre 122nd year of Ascendancy at 06:22 see stats
			Treasure Hunter (Madness (Adventure) difficulty) (Uniques)
			Amassed 1000 gold pieces.By Harken the Mardrop Archmage level 2
74th Pyre 122nd year of Ascendancy at 12:23 see stats
Log
Harken hits Giant red ant for 9235 lightning damage.
Harken casts Lightning.
Giant red ant is not dazed anymore.
Welcome to level 64 [Harken].
Harken has 1071 stat point(s), 1192 class talent point(s), 1146 generic talent point(s), 318 category point(s), 46 prodigies point(s) to spend. Press p to use them.
Harken hits Giant red ant for 8174 lightning damage.
Harken killed Giant red ant!
Harken casts Lightning.
Harken deactivates Disruption Shield.
Harken deactivates Bright Aura.
Harken deactivates Shielding.
Harken deactivates Premonition.
Harken deactivates Spellcraft.
Harken deactivates Through The Crowd.
Harken deactivates Defensive Posture.
Harken deactivates Arcane Power.
Harken deactivates Keen Senses.
Harken deactivates Arcane Depths.
Harken deactivates Tempest.
Harken deactivates Psiblades.
Harken deactivates Thunderstorm.
The furious lightning storm around Harken calms down and disappears.
Harken deactivates Probability Travel.
Harken's fire ward fades
Harken is no longer surging arcane power.
Harken deactivates Arcane Shield.
Harken stops burning.
Harken is less impervious to physical effects.
