Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 | 
| Addons | Store Wish List 1.1.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them.  Press  Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Everything is Unique! 1.2.3Bite-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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Talent Point Planner 1.1.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Marson's UI Modifications 1.2.5v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories:     * menus & dialogs
    * HUD elements
    * tooltips & character sheet
    * chat & combat log
    * flying text
    * lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Items Vault 1.2.0Donators/Buyers bonus! 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:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.2.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. ZOmnibus Addon Pack 1.2.0Combines 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: Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Female | 
| Race | Higher | 
| Class | Solipsist | 
| Level / Exp | 6 / 37% | 
| Size | medium | 
| Lifes / Deaths | Killed by Assassin Lord at level 6 on the 11st Dusk 122nd year of Ascendancy at 18:11/ 1 | 
Primary Stats
| Strength | 13 (base 10) | 
| Dexterity | 13 (base 10) | 
| Constitution | 17 (base 17) | 
| Magic | 11 (base 10) | 
| Willpower | 27 (base 26) | 
| Cunning | 14 (base 14) | 
Resources
| Life | -18/195 | 
| Psi | 0/136 | 
| Equilibrium | 6 | 
| Healing Factor | 0.4646186440678 | 
| Regeneration | 5.9703495762712 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +83.333333333333% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 5 | 
| See Stealth | 10 | 
| See Invisible | 10 | 
Offense: Mainhand
| Damage | 6 | 
| Accuracy | 22 | 
| Crit Chance | 4% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 6 | 
| Accuracy | 22 | 
| Crit Chance | 4% | 
| APR | 12 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 11 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27.25 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 4 (30%) | 
| Defense | 5.05 | 
| Ranged Defense | 8.05 | 
| Fatigue | 8 | 
| Physical Save | 15.014769548925 | 
| Spell Save | 17.814769548925 | 
| Mental Save | 18.864769548925 | 
Defense: Resistances
| All | 0%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. | 
Class Talents
| Psionic / Psychic Assault | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Dream Smith | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Solipsism | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Slumber | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Thought-Forms | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Distortion | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Feedback | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Mentalism | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Psionic / Dreaming | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Higher | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Lucid Dreamer | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns).Infusion Saturation | 
| detrimental effect | The target is poisoned, taking 14.45 nature damage per turn and decreasing all heals received by 54%.Insidious Poison | 
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-20% global speed).Solipsism | 
| beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn.Regeneration | 
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 | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You successfully escorted the repented thief to the recall portal on level 3 of Trollmire.Escort: repented thief (level 3 of Trollmire) As a reward you improved talent Heightened Senses (+1 level(s)). | done | 
| You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.Escort: worried loremaster (level 2 of Trollmire) As a reward you improved talent Spit Poison (+1 level(s)). | 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 treasure It looks extremely dangerous, however - beware. | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul 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 Stire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one bear paw. You'd think I could get one of these from a local hunter, but they've had no luck. Don't get eaten.' * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | active | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | active | 
Equipment
| On feet | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal / +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A pair of boots made of leather. Tap to cycle through comparison choices | 
| Light source | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]bright brass lantern of health bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Maximum life: +41.00 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Light radius: +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. Tap to cycle through comparison choices | 
| On head | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]rough leather cap of strength (+2) (0 def, 1 armour) rough leather cap of strength (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A cap made of leather. Tap to cycle through comparison choices | 
| Tool | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]natural elm totem of thorny skin [power 16]  (10/20 cooldown) natural elm totem of thorny skin [power 16] (10/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices | 
| On fingers | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]copper ring of light (+20%) copper ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +20% light / +0%(-3%) blight Changes damage: +10% light / +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Rings can have magical properties. Tap to cycle through comparison choices | 
| On fingers | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]marksman's copper ring marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Accuracy: +4 Changes stats: +2 Dex Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Rings can have magical properties. Tap to cycle through comparison choices | 
| Around neck | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]Withering Orbs Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +5 (+4) Mental crit. chance: +0% (-1%) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Tap to cycle through comparison choices | 
| In main hand | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +3%(-) blight Changes damage: +2%(-) nature Disease immunity: +11% (-) Mindpower: +1 (-) Mental crit. chance: +1% (-) 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. Tap to cycle through comparison choices | 
| In off hand | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]nature's mossy mindstar of life (3-3.3 power, 12 apr, mind damage) nature's mossy mindstar of life (3-3.3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+0.5 - +0.6) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-) Physical crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +2%(-1%) blight Changes damage: +2%(-) nature Disease immunity: +11% (-) Life regen: +0.60 Maximum life: +14.00 Mindpower: +1 (-) Mental crit. chance: +1% (-) 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. Tap to cycle through comparison choices | 
| Main armor | [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]rough leather armour of lightning resistance (1 def, 2 armour) rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +15% lightning / +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) A suit of armour made of leather. Tap to cycle through comparison choices | 
Inventory
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]restful copper amulet of magic (+2) restful copper amulet of magic (+2) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Life regen: +0.90 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Amulets can have magical properties. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]marksman's copper ring of arcana(+0.11/turn) =+3Dex= marksman's copper ring of arcana(+0.11/turn) =+3Dex= Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Silence immunity: +20% Mana each turn: +0.11 Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Rings can have magical properties. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]Isebeth (13.5-17.55 power, 6 apr) =+2Str+1Mag= Isebeth (13.5-17.55 power, 6 apr) =+2Str+1Mag= Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6(+11.0 - +14.8) Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (-6) Physical crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) Damage (Melee): +8 mind Burst (radius 2) on crit: +6 fire When wielded/worn: Changes stats: +2 Str / +1 Mag Changes resistances: +0%(-3%) blight Changes resistances penetration: +6% fire Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Disarm immunity: +10% Only die when reaching: -20.00 life Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Global speed: +2% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]miner's iron helm of strength (+3) (0 def, 5 armour) miner's iron helm of strength (+3) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]2 agate 2 agate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]4 ametrine 4 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Physical crit. chance: +1.0% Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature / +2% all Disease immunity: +0% (-11%) Spell crit. chance: +1% Mindpower: +0 (-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% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]2 citrine 2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]2 zircon 2 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Armour: +1 Changes resistances: +0%(-3%) blight / +1% all Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]opal opal 0.00 Encumbrance. Type: gem / blue ; tier 2 Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]Scrying Orb Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) When carried: This orb will automatically identify items you find. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]Transmogrification Chest Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) 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. Tap to cycle through comparison choices | 
| [vs. nature's mossy mindstar (2.5-2.75 power, 12 apr, nature damage) (In main hand, 1 of 2)]Rod of Recall (1/1) Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-12) Physical crit. chance: +0.0% (-2.5%) Attack speed: 100% (100%) When wielded/worn: Changes resistances: +0%(-3%) blight Changes damage: +0%(-2%) nature Disease immunity: +0% (-11%) Mindpower: +0 (-1) Mental crit. chance: +0% (-1%) It can be used to recall the user to the worldmap, costing 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. Tap to cycle through comparison choices | 
Achievements
 The secret city (Roguelike)
			Discovered the truth about mages.
			The secret city (Roguelike)
			Discovered the truth about mages.By Elle the Higher Solipsist level 4
79th Pyre 122nd year of Ascendancy at 13:29 see stats
Log
Assassin Lord has recovered from poor sleep.
Elle converts some damage to Psi!
Assassin Lord hits Elle for 2 to psi, 11 darkness, 1 to psi, 5 cold, 2 to psi, 8 darkness (28 total damage).
Insidious Poison from Assassin Lord hits Elle for 2 to psi, 12 nature (14 total damage).
Elle uses Slumber.
Elle converts some damage to Psi!
Assassin Lord hits Elle for 2 to psi, 8 darkness, 1 to psi, 5 cold, 1 to psi, 5 darkness (21 total damage).
Insidious Poison from Assassin Lord hits Elle for 2 to psi, 12 nature (14 total damage).
Elle uses Mind Sear.
Elle hits Assassin Lord for 88 mind damage.
Elle converts some damage to Psi!
Assassin Lord hits Elle for 5 to psi, 26 darkness, 1 to psi, 5 cold, 3 to psi, 14 darkness (54 total damage).
Insidious Poison from Assassin Lord hits Elle for 2 to psi, 12 nature (14 total damage).
You do not have enough energy to use Psychic Lobotomy.
You do not have enough energy to use Psychic Lobotomy.
You do not have enough energy to use Psychic Lobotomy.
Talent Mind Sear is ready to use.
Elle stops regenerating health quickly.
Elle converts some damage to Psi!
Assassin Lord hits Elle for 0 to psi, 26 darkness, 6 cold, 15 darkness (47 total damage).
Insidious Poison from Assassin Lord hits Elle for 2 to psi, 13 nature (14 total damage).
Elle uses Infusion: Regeneration.
Elle starts regenerating health quickly.
Assassin Lord misses Elle.
Assassin Lord performs a melee critical strike against Elle!
Saving game...
