









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Ashes of Urh'Rok 1.7.4Official 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:
 ZOmnibus Addon Pack 1.7.4Combines 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: Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.7.4Official 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:
 Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Ghoul | 
| Class | Writhing One | 
| Level / Exp | 12 / 5% | 
| Size | medium | 
| Lifes / Deaths | Killed by Emiwe the degenerated skeleton archer at level 12 on the 32nd Dusk 122nd year of Ascendancy at 07:00/ 1 | 
Primary Stats
| Strength | 34 (base 13) | 
| Dexterity | 11 (base 10) | 
| Constitution | 40 (base 18) | 
| Magic | 36 (base 36) | 
| Willpower | 11 (base 10) | 
| Cunning | 17 (base 15) | 
Resources
| Life | -80/476 | 
| Insanity | 0/100 | 
| Healing Factor | 1.3322297605397 | 
| Regeneration | 1.1323952964587 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +11.09386761032% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| See Invisible | 12 | 
Offense: Mainhand
| Damage | 44 | 
| Accuracy | 26 | 
| Crit Chance | 5% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 35 | 
| Crit Chance | 3% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +12% | 
| Light | +3% | 
| Temporal | +4% | 
| Physical | +3% | 
| Lightning | +10% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +5% | 
Defense: Base
| Armour (hardiness) | 8 (30%) | 
| Defense | 1 | 
| Ranged Defense | 1 | 
| Fatigue | 0 | 
| Physical Save | 25 | 
| Spell Save | 20 | 
| Mental Save | 26 | 
Defense: Resistances
| Fire | + 23%( 70%) | 
| Lightning | + 33%( 70%) | 
| Darkness | + 18%( 70%) | 
| Temporal | + 24%( 70%) | 
| Cold | + 28%( 70%) | 
| Physical | + 16%( 70%) | 
| Mind | + 23%( 70%) | 
| All | + 15%( 70%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Bleed Resistance | 100% | 
| Fear Resistance | 100% | 
| Poison Resistance | 80% | 
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Disfigured face | 1.41 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Undead / Ghoul | 1.10 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You failed to protect the injured seer from death by Gloratta the dragon turtle.Escort: injured seer (level 3 of Trollmire) | failed | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bloated horror heart. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| On feet |  Xanita the Skybringer (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 lightning / 2 fire Changes stats: +4 Cun / +3 Wil Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +6 (+3 eff.) See invisible: +12 A pair of boots made of leather. | 
| On hands |  Woeknave the rough leather gloves (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 7 temporal Changes resistances: +6% temporal / +3% darkness / +15% cold Changes damage: +3% physical / +4% temporal Stamina each turn: +1.00 Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head |  linen wizard hat 'Layogassra' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +15 (+5 eff.) Defense: +1 (+1 eff.) Damage when hit (Melee): 4 physical Changes resistances: +6% lightning / +5% temporal / +1% physical Maximum life: +20.00 A pointy cloth hat, very wizardly... | 
| Tool |  Flamevile [power 95]  (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 light / 2 fire Changes resistances: +9% fire Stamina each turn: +1.00 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 197 Base Damage: 95 Armor: 0 All Resist: 2 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. | 
| Around waist |  Geldil the Glowcrypt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances penetration: +5% fire Changes damage: +3% light Life regen: +0.60 Only die when reaching: -60.00 life Healing mod.: +11% A belt that goes around your waist. | 
| Main armor |  mindwoven elven-silk robe of lightning (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% lightning / +15% all Changes damage: +10% lightning Mental save: +18 (+9 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| In main hand |  acidic iron longsword of massacre (18-26 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Sharp, long, and deadly. | 
| Light source |  Dairydoldir Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +9% mind Changes damage: +12% acid Light radius: +6 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. | 
| Cloak |  Cloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  copper amulet of mastery (0.11 Demented / Disfigured face) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Demented / Disfigured face Amulets make your neck look great! | 
Inventory
|  Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18) Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. | 
|  shielding rune of the titan (absorb 179; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 179 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  shielding rune of the titan (absorb 171; dur 3; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 171 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  arcing iron longsword (10-14 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Sharp, long, and deadly. | 
|  iron longsword (10-15 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. | 
|  iron waraxe of phasing (10-15 power, 7 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +11% One-handed war axes. | 
|  iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% A suit of armour made of mail. | 
|  linen cloak 'Ce'Niritira' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +1 Defense: +1 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +2 Str / +1 Con Changes resistances: +3% nature / +3% light Only die when reaching: -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  linen cloak 'Obsidianspire' (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) Changes resistances penetration: +10% darkness Changes damage: +3% nature / +9% darkness / +9% mind Physical save: +6 (+3 eff.) Maximum hate: +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. | 
|  clarifying linen wizard hat (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... | 
|  Anibar the Tidemight (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +3% temporal / +3% nature / +3% cold Changes damage: +12% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  2 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  6 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  4 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  56 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. | 
|  Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  Transmogrification Chest Powered 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) Activation costs 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 (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. | 
|  elm totem of healing [power 110]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
Achievements
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By tatata the Ghoul Writhing One level 10
18th Dusk 122nd year of Ascendancy at 02:26 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By tatata the Ghoul Writhing One level 11
19th Dusk 122nd year of Ascendancy at 23:40 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By tatata the Ghoul Writhing One level 11
22nd Dusk 122nd year of Ascendancy at 08:28 see stats
Log
Melee retaliation hits Emiwe the degenerated skeleton archer for 0 lightning, 3 physical, 0 light, 0 fire, 1 mind, 2 lightning, 3 physical, 3 light, 3 fire, 1 mind, 2 lightning, 3 physical, 3 light, 3 fire, 1 mind, 2 lightning, 3 physical, 3 light, 3 fire, 2 mind (38 total damage).
Burning from Emiwe the degenerated skeleton archer hits tatata for 19 fire damage.
Tempest of Metal hits tatata for 11 physical, 8 fire, 5 physical, 8 fire (33 total damage).
Emiwe the degenerated skeleton archer hits tatata for 20 physical, 8 fire, 13 physical, 8 fire (49 total damage).
Weakness Disease from Worm that walks (servant of tatata) hits Emiwe the degenerated skeleton archer for 8 blight damage.
Melee retaliation hits Emiwe the degenerated skeleton archer for 2 lightning, 3 physical, 4 light, 4 fire, 1 mind, 2 lightning, 3 physical, 4 light, 4 fire, 1 mind, 2 lightning, 3 physical, 4 light, 4 fire, 2 mind, 2 lightning, 3 physical, 4 light, 4 fire, 1 mind (58 total damage).
Burning from Emiwe the degenerated skeleton archer hits tatata for 24 fire damage.
Tempest of Metal hits tatata for 6 physical, 8 fire, 4 physical, 8 fire (26 total damage).
Emiwe the degenerated skeleton archer hits tatata for 24 physical, 8 fire, 12 physical, 8 fire (53 total damage).
Weakness Disease from Worm that walks (servant of tatata) hits Emiwe the degenerated skeleton archer for 8 blight damage.
Melee retaliation hits Emiwe the degenerated skeleton archer for 2 lightning, 3 physical, 4 light, 4 fire, 0 mind, 2 lightning, 3 physical, 4 light, 4 fire, 1 mind, 0 lightning, 3 physical, 0 light, 4 fire, 2 mind, 2 lightning, 3 physical, 4 light, 4 fire, 1 mind (51 total damage).
Burning from Emiwe the degenerated skeleton archer hits tatata for 27 fire damage.
Tempest of Metal hits tatata for 8 physical, 8 fire, 3 physical, 8 fire (28 total damage).
Emiwe the degenerated skeleton archer hits tatata for 20 physical, 8 fire, 12 physical, 8 fire (49 total damage).
Emiwe the degenerated skeleton archer is free from the weakness disease.
Emiwe the degenerated skeleton archer performs a melee critical strike against tatata!
Emiwe the degenerated skeleton archer performs a melee critical strike against tatata!
Melee retaliation hits Emiwe the degenerated skeleton archer for 2 lightning, 3 physical, 4 light, 4 fire, 1 mind, 2 lightning, 3 physical, 4 light, 4 fire, 1 mind, 2 lightning, 3 physical, 4 light, 4 fire, 1 mind, 2 lightning, 3 physical, 4 light, 4 fire, 2 mind (58 total damage).
Burning from Emiwe the degenerated skeleton archer hits tatata for 29 fire damage.
Tempest of Metal hits tatata for 8 physical, 8 fire, 4 physical, 8 fire (29 total damage).
Emiwe the degenerated skeleton archer hits tatata for 47 physical, 8 fire, 23 physical, 8 fire (87 total damage).
Emiwe the degenerated skeleton archer performs a melee critical strike against tatata!
Tempest of Metal performs a melee critical strike against tatata!
Melee retaliation hits Emiwe the degenerated skeleton archer for 2 lightning, 3 physical, 4 light, 4 fire, 2 mind, 0 lightning, 3 physical, 4 light, 4 fire, 1 mind, 2 lightning, 3 physical, 4 light, 4 fire, 1 mind, 2 lightning, 3 physical, 4 light, 4 fire, 2 mind (57 total damage).
Tempest of Metal hits tatata for 12 physical, 8 fire, 4 physical, 8 fire (33 total damage).
Emiwe the degenerated skeleton archer hits tatata for 50 physical, 8 fire, 12 physical, 8 fire (78 total damage).
tatata the level 12 ghoul writhing one was flamed to death by Emiwe the degenerated skeleton archer on level 3 of Ruins of Kor'Pul.















































