Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 | 
| Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 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. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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. 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: 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.2.0Donators/Buyers bonus! 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): Steamtech UI 1.1.4 Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners.  + 5 in all main stats exp multiplier: 0.85  Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". 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. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
 Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Infinite Farportal 1.1.3"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day.  | 
| Campaign | Infinite | 
| Mode | Normal Exploration | 
| Sex | Male | 
| Race | Superhuman | 
| Class | Forge Knight | 
| Level / Exp | 87 / 9% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 215 (base 90) | 
| Dexterity | 118 (base 90) | 
| Constitution | 137 (base 90) | 
| Magic | 55 (base 15) | 
| Willpower | 47 (base 30) | 
| Cunning | 79 (base 21) | 
Resources
| Life | 7286/7348 | 
| Mana | 801/801 | 
| Stamina | 460/460 | 
| Equilibrium | 38 | 
| Healing Factor | 1.4210023233355 | 
| Regeneration | 61.682292344151 | 
Speed
| Mental | +57.14285714286% | 
| Attack | 0% | 
| Movement | +41.27769255664% | 
| Spell | 0% | 
| Global | +200% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 5 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 553 | 
| Accuracy | 87 | 
| Crit Chance | 65% | 
| APR | 41 | 
| Speed | 0.48 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 37.5 | 
| Crit Chance | 49% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 73 | 
| Crit Chance | 49% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 158.1 (100%) | 
| Defense | 72.241666666667 | 
| Ranged Defense | 74.741666666667 | 
| Fatigue | 0 | 
| Physical Save | 91.123333333333 | 
| Spell Save | 71.029166666667 | 
| Mental Save | 68.129166666667 | 
Defense: Resistances
| All | + 22%( 70%) | 
Defense: Immunities
| Stun Resistance | 43% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 30% | 
| Blind Resistance | 30% | 
| Disarm Resistance | 85% | 
| Bleed Resistance | 43% | 
| Pinning Resistance | 79% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 62% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 565 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat.  | 
Class Talents
| Cunning / Tactical | 1.70 | 
  | 7/5 | 
  | 7/5 | 
  | 5/5 | 
  | 6/5 | 
| Technique / Armor forging | 1.60 | 
  | 8/5 | 
  | 8/5 | 
  | 8/5 | 
  | 7/5 | 
| Technique / Forgeknight combat maneuvers | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Weapon forging | 1.60 | 
  | 8/5 | 
  | 8/5 | 
  | 8/5 | 
  | 8/5 | 
| Technique / Forge powers | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Forgeknight combat expertise | 1.30 | 
  | 4/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Cunning / Dirty fighting | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cursed / Cursed aura | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Mindstar mastery | 1.20 | 
  | 6/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.50 | 
  | 8/5 | 
  | 8/5 | 
  | 0/5 | 
  | 8/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 2.00 | 
  | 2/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Forger's endurance | 1.50 | 
  | 7/5 | 
  | 7/5 | 
  | 7/5 | 
  | 5/5 | 
| Technique / Conditioning | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Daunting Presence | 
| talent | Vigorous Assault | 
| talent | Exploit Weakness | 
| talent | Psiblades | 
| talent | Elemental Harmony | 
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.0)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns.  | 
| beneficial effect | Countering melee attacks: Has a 68% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking | 
Quests
You successfully escorted the injured seer to the recall portal on level 16 of Infinite Dungeon. Escort: injured seer (level 16 of Infinite Dungeon)As a reward you improved Magic by +2.  | done | 
You failed to protect the lone alchemist from death by poison cloud. Escort: lone alchemist (level 3 of Infinite Dungeon) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 18 of Infinite Dungeon. Escort: lost anorithil (level 18 of Infinite Dungeon)As a reward you improved Cunning by +2.  | done | 
You successfully escorted the repented thief to the recall portal on level 22 of Infinite Dungeon. Escort: repented thief (level 22 of Infinite Dungeon)As a reward you improved Dexterity by +2.  | done | 
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory!  | active | 
Equipment
| On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light.  | 
| Light source | alchemist's lamp 'Boltrock' alchemist's lamp 'Boltrock'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +5% lightning Changes damage: +6% lightning Reduces incoming crit damage: 15.00% Mental save: +3 Disarm immunity: +15% Pinning immunity: +5% Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head | reforged Steel Helm of Garkul (5 def, 20.5 armour) reforged Steel Helm of Garkul (5 def, 20.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +20 Defense: +5 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +14% lightning / +14% darkness Changes damage: +10% physical Talent masteries: +0.10 Spell / Stone alchemy +0.20 Technique / Thuggery Talent granted: +2 Swallow Physical save: +12 Spell save: +12 Mental save: +44 Blindness immunity: +30% Confusion immunity: +30% Fear immunity: +30% Stamina each turn: +2.00 Maximum stamina: +69.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands | stone warden's hardened leather gloves of strength (+4) (0 def, 15 armour) stone warden's hardened leather gloves of strength (+4) (0 def, 15 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 Armour: +15 Armour Hardiness: +10% Changes stats: +4 Str / +11 Con Changes resistances: +9% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool | Haregodan the Venomlady (dig speed 29 turns) Haregodan the Venomlady (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +1 Str Changes resistances: +5% arcane Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers | voratun ring 'Voroda' voratun ring 'Voroda'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 Physical power: +10 Fatigue: -7% Effects on melee hit: * 15% chance to cause random insanity Damage (Melee): 15 bleed Effects on ranged hit: * 17% chance to cause random insanity Damage (Ranged): 16 bleed Damage when hit (Melee): 8 mind Changes stats: +7 Str / +6 Dex / +13 Cun / +10 Con Changes resistances: +3% mind Changes resistances penetration: +20% arcane / +5% mind Changes damage: +9% mind Maximum encumbrance: +20 Spell save: +13 Hate when firing a critical mind attack: +3.00 Maximum stamina: +30.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties.  | 
| On fingers | Malarath the stralite ring Malarath the stralite ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 Armour penetration: +10 Physical power: +6 Defense: +11 Changes stats: +5 Mag Changes resistances: +2% physical Physical save: +3 Spell save: +10 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties.  | 
| Around neck | stabilizing gold amulet of strength (+7) stabilizing gold amulet of strength (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str Changes resistances: +19% temporal Pinning immunity: +31% Knockback immunity: +32% Amulets can have magical properties.  | 
| In main hand | masterforged voratun longsword (85-119 power, 31 apr) (Corpses) masterforged voratun longsword (85-119 power, 31 apr) (Corpses)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 85.0 - 119.0 Uses stat: 135% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +64 Armour Penetration: +31 Physical crit. chance: +17.0% Attack speed: 133% When this weapon hits: Weakness Disease (10% chance level 2). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +12 blight / +52 fire / +52 arcane / +52 mind When wielded/worn: Changes damage: +25% lightning / +25% blight Talent granted: +3 Acidic Spray Disease immunity: +29% Curse of Corpses Sharp, long, and deadly.  | 
| Around waist | monstrous hardened leather belt monstrous hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +11 Changes stats: +5 Str / +5 Con Physical save: +11 Size category: +1 A belt that goes around your waist.  | 
| In off hand | reforged stralite shield 'Tulazilandil' (14.5 def, 27.5 armour, 88 dam, 204 block) reforged stralite shield 'Tulazilandil' (14.5 def, 27.5 armour, 88 dam, 204 block)Requires: - Strength 35 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 88.0 - 105.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +204 On weapon hit: * deal bonus physical damage equal to your armor Burst (radius 1) on hit: +12 mind When wielded/worn: Armour: +28 Armour Hardiness: +6% Defense: +14 Ranged Defense: +10 Fatigue: +14% Changes resistances: +6% acid / +10% physical / +14% light / +14% cold Talent cooldown: Explosive Leap (-1 turn) Talent granted: +4 Block Spell save: +32 Disarm immunity: +40% Knockback immunity: +30% Handheld deflection devices.  | 
| Cloak | elven-silk cloak 'Boltwyrd' (3 def, 0 armour) elven-silk cloak 'Boltwyrd' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Changes stats: +1 Str / +3 Wil Changes resistances penetration: +15% lightning Reduces incoming crit damage: 18.00% Maximum life: +50.00 Infravision radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor | reforged Vorana the Charsorrow (15 def, 57.5 armour) reforged Vorana the Charsorrow (15 def, 57.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +58 Defense: +15 Fatigue: +26% Changes stats: +6 Str Changes resistances: +21% lightning / +8% physical / +12% darkness / +21% blight / +26% arcane Changes resistances penetration: +5% fire Changes damage: +3% arcane Talent cooldown: Track (-2 turns) Talents granted: +4 Fiery Hands +1 Power Catalyst: Magic Physical save: +45 Cut immunity: +43% Pinning immunity: +43% Stun/Freeze immunity: +43% Life regen: +9.60 Maximum life: +331.00 Light radius: +1 A suit of armour made of metal plates.  | 
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..."  | 
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 514 over 5 turns)regeneration infusion (heal 514 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability.  | 
This item will automatically be transmogrified when you leave the level. teleportation rune (range 86)teleportation rune (range 86) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
The Dark Codex: 'Rex Necrotrus' The Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for a short time, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script.  | 
Sulfurpiety SulfurpietyPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Mag Changes resistances: +6% blight Changes damage: +3% nature Teleport immunity: +50% It can be used to teleports you randomly (rad 35), placing all other charms into a 15 cooldown. Amulets can have magical properties.  | 
This item will automatically be transmogrified when you leave the level. mindweaver's gold amulet of murdermindweaver's gold amulet of murder Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +7 Physical crit. chance: +5.0% Changes stats: +4 Wil Critical mult.: +16.00% Mental save: +11 Confusion immunity: +18% Mindpower: +10 Amulets can have magical properties.  | 
conjurer's steel ring of light (+22%) conjurer's steel ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +22% light Changes damage: +11% light Spellpower: +8 Rings can have magical properties.  | 
steel ring of pilfering steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 Armour penetration: +10 Defense: +11 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties.  | 
steel ring of speed steel ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 Defense: +8 Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties.  | 
Hanythad (27.5-41.25 power, 2 apr) (Misfortune) Hanythad (27.5-41.25 power, 2 apr) (Misfortune)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 111% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +14 cold Burst (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +10 Damage when hit (Melee): 8 mind Changes stats: +2 Dex Psi when hit: +0.24 Heals friendly targets nearby when you use a nature summon: +30 Curse of Misfortune Massive two-handed mauls.  | 
reforged dwarven-steel mace 'Barkwhisper' (63.5-88.9 power, 23 apr) (Madness) reforged dwarven-steel mace 'Barkwhisper' (63.5-88.9 power, 23 apr) (Madness)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 63.5 - 88.9 Uses stat: 132% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +48 Armour Penetration: +23 Physical crit. chance: +10.5% Attack speed: 123% When this weapon hits: Blinding Spores (15% chance level 2). On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +43 fire / +7 temporal / +11 nature / +43 light When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +1 Wil Changes damage: +21% acid / +21% fire Talent granted: +5 Deadly Strikes Mana when firing critical spell: +3.00 Maximum vim: +20.00 Curse of Madness Blunt and deadly.  | 
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
steady rough leather gloves of the juggernaut (0 def, 1 armour) steady rough leather gloves of the juggernaut (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 Armour: +1 Changes stats: +2 Con Physical save: +17 Spell save: +4 Mental save: +10 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
heroic dwarven-steel gauntlets of archery (0 def, 7 armour) heroic dwarven-steel gauntlets of archery (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour penetration: +10 Armour: +7 Changes stats: +5 Cun / +7 Dex Mental save: +10 Maximum life: +51.00 It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm.  | 
This item will automatically be transmogrified when you leave the level. hardened steel mail armour of command (10 def, 19 armour)hardened steel mail armour of command (10 def, 19 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +19 Defense: +10 Fatigue: +14% Changes stats: +3 Cun Changes resistances: +8% acid / +9% physical / +8% cold / +9% lightning / +9% fire Mental save: +15 A suit of armour made of mail.  | 
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals.  | 
3 ametrine 3 ametrine0.00 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% Gems can be sold for money or used in arcane rituals.  | 
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals.  | 
6 opal 6 opal0.00 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 Gems can be sold for money or used in arcane rituals.  | 
12 topaz 12 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals.  | 
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals.  | 
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals.  | 
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals.  | 
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals.  | 
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals.  | 
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals.  | 
193 alchemist agate 193 alchemist agate0.00 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 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.  | 
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds.  | 
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
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.  | 
Achievements
			Bringer of Doom (Exploration mode)
			Killed a Bringer of Doom.By Griphis the Superhuman Forge Knight level 46
4th Mirth 122nd year of Ascendancy at 02:09 see stats
			Exterminator (Exploration mode)
			Killed 1000 creatures.By Griphis the Superhuman Forge Knight level 63
7th Mirth 122nd year of Ascendancy at 09:31 see stats
			Fear me not! (Exploration mode)
			Survived the Fearscape!By Griphis the Superhuman Forge Knight level 58
5th Mirth 122nd year of Ascendancy at 20:55 see stats
			Infinite x10 (Exploration mode)
			Got to level 10 of the infinite dungeon.By Griphis the Superhuman Forge Knight level 43
3rd Mirth 122nd year of Ascendancy at 00:39 see stats
			Infinite x20 (Exploration mode)
			Got to level 20 of the infinite dungeon.By Griphis the Superhuman Forge Knight level 79
10th Mirth 122nd year of Ascendancy at 03:41 see stats
			Level 10 (Exploration mode)
			Got a character to level 10.By Griphis the Superhuman Forge Knight level 10
75th Pyre 122nd year of Ascendancy at 07:21 see stats
			Level 20 (Exploration mode)
			Got a character to level 20.By Griphis the Superhuman Forge Knight level 20
76th Pyre 122nd year of Ascendancy at 00:55 see stats
			Level 30 (Exploration mode)
			Got a character to level 30.By Griphis the Superhuman Forge Knight level 30
78th Pyre 122nd year of Ascendancy at 10:15 see stats
			Level 40 (Exploration mode)
			Got a character to level 40.By Griphis the Superhuman Forge Knight level 40
2nd Mirth 122nd year of Ascendancy at 04:37 see stats
			Level 50 (Exploration mode)
			Got a character to level 50.By Griphis the Superhuman Forge Knight level 50
4th Mirth 122nd year of Ascendancy at 21:00 see stats
			Size is everything (Exploration mode)
			Did over 1500 damage in one attack.By Griphis the Superhuman Forge Knight level 60
6th Mirth 122nd year of Ascendancy at 11:56 see stats
			Size matters (Exploration mode)
			Did over 600 damage in one attack.By Griphis the Superhuman Forge Knight level 33
79th Pyre 122nd year of Ascendancy at 18:30 see stats
			The Restless Dead (Exploration mode)
			Disturbed an old battlefield and survived the consequences.By Griphis the Superhuman Forge Knight level 68
7th Mirth 122nd year of Ascendancy at 23:34 see stats
			Treasure Hunter (Exploration mode)
			Amassed 1000 gold pieces.By Griphis the Superhuman Forge Knight level 61
6th Mirth 122nd year of Ascendancy at 23:36 see stats
Log
Elven blood mage casts Blood Grasp.
Elven blood mage's spell attains critical power!
Elven blood mage casts Timeless.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Elven blood mage casts Blood Boil.
Ran for 35 turns (stop reason: taken damage).
Griphis slows down.
Elven blood mage hits Griphis for 107 blight damage.
Griphis speeds up.
Griphis has recovered!
Elven blood mage casts Blood Grasp.
Elven blood mage's spell attains critical power!
Griphis shrugs off the critical damage!
Elven blood mage drains life from Griphis!
Elven blood mage's Blood Grasp hits Griphis for 202 blight damage.
Elven blood mage receives 101 healing from Griphis.
Griphis misses Elven blood mage.
Griphis performs a melee critical strike against Elven blood mage!
Griphis hits Elven blood mage for 1439 physical damage.
Griphis killed Elven blood mage!
