












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Tooltip Cleanup 1.3.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.6.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.6.0Combines 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: Embers of Rage 1.6.0Official 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:
 Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Extra Dungeons 1.5.5In 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: Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.6.0Quality 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 1.6.0Official 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 | Halfling | 
| Class | Rogue | 
| Level / Exp | 18 / 75% | 
| Size | small | 
| Lifes / Deaths | Killed by thought-forged warrior at level 14 on the 17th Dusk 122nd year of Ascendancy at 17:57  / 2Killed by shadow at level 18 on the 11st Regrowth 123rd year of Ascendancy at 08:29  | 
Primary Stats
| Strength | 20 (base 18) | 
| Dexterity | 56 (base 27) | 
| Constitution | 56 (base 18) | 
| Magic | 19 (base 10) | 
| Willpower | 19 (base 10) | 
| Cunning | 70 (base 40) | 
Resources
| Life | -9/666 | 
| Stamina | 179/190 | 
| Healing Factor | 1.5753097345133 | 
| Regeneration | 182.55861554636 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 4 | 
| See Stealth | 8 | 
| See Invisible | 9 | 
Offense: Mainhand
| Damage | 20 | 
| Accuracy | 55 | 
| Crit Chance | 43% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 53 | 
| Accuracy | 55 | 
| Crit Chance | 48% | 
| APR | 11 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 9.5 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 30 | 
| Crit Chance | 28% | 
| Speed | 1 | 
Offense: Damage Bonus
| Darkness | +3% | 
| Nature | +6% | 
| Arcane | +12% | 
| Fire | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +10% | 
Defense: Base
| Armour (hardiness) | 2.0673302376334 (70.376569037657%) | 
| Defense | 48 | 
| Ranged Defense | 48 | 
| Fatigue | 0 | 
| Physical Save | 30 | 
| Spell Save | 29 | 
| Mental Save | 40 | 
Defense: Resistances
| Nature | + 29%( 70%) | 
| Lightning | + 21%( 70%) | 
| Darkness | + 21%( 70%) | 
| Cold | + 27%( 70%) | 
| Blight | + 21%( 70%) | 
| Acid | + 21%( 70%) | 
| Fire | + 21%( 70%) | 
| All | + 16%( 70%) | 
Defense: Immunities
| Disarm Resistance | 38% | 
| Poison Resistance | 10% | 
| Instadeath Resistance | 100% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Dexterity stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 301 damage for 3 turns. Its effects scale with your Dexterity stat.  | 
Class Talents
| Technique / Duelist | 1.30 | 
  | 3/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Stealth | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Cunning / Trapping | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Throwing knives | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Halfling | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Lethality | 1.30 | 
  | 3/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
  | 2/5 | 
  | 0/5 | 
  | 5/5 | 
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 44%. Shadowstrike | 
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation | 
| detrimental effect | The target has been dominated.  It is unable to move and has lost 10 armor and 15 defense. Attacks from Shadow gain 41% damage penetration. Dominated | 
| beneficial effect | A flow of life spins around the target, regenerating 50.08 life per turn. Regeneration | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
| detrimental effect | Hagens is fed upon by Sieb the krog. Fed Upon | 
| detrimental effect | The target is haunted by a feeling of dread, causing each detrimental mental effect to inflict 10 mind and darkness damage every turn. Haunted | 
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 50.6 and stamina regeneration by 14.4. Soothing Darkness | 
| beneficial effect | Parrying melee and ranged attacks: Has a 43% chance to deflect up to 20 damage from the next 1.0 attack(s).  Parried attacks cannot crit. Parrying | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
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 lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00).  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Constitution by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Constitution by +5.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | 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 have explored the ruins of Kor'Pul and vanquished the Shade.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * '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 black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.'  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Blazelady the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +3 Fatigue +2% Resists +6% nature +3% cold Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+3 eff.) HP.reg +4.00 ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Quiver |  psychokinetic quiver of ash arrows (17/17, 22-30.8 power, 7 apr)3.0 T2 arrow ammo [Ego+] Psionic Power 22.0 - 30.8 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +8 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage Arrows are used with bows to pierce your foes to death.  | 
| Light source |  Radheran the Helltrial2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +6% fire Acc +5 (+2 eff.) ----- def ----- Resists +6% blight Mind.save +6 (+2 eff.) Heal.mod +5% Poison- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 See.Stealth +8 See.Invis +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.  | 
| On head |  iron helm of trickery (0 def, 3 armour)3.0 T1 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  umbral hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 darkness Dmg.mod +3% darkness Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +7% darkness 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.  | 
| Tool |  woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  sneakthief's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +46.00 HP.reg +6.00 Heal.mod +11% Rings can have magical properties.  | 
| On fingers |  Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +2 Wil +9 Cun +3 Con dps ---------- Melee+ 7 physical Ranged+ 9 physical Dmg.mod +12% arcane Melee Ret 2 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 20 On Hit (Ranged): * 12% chance to reduce all saves and defense by 20 ----- def ----- Defense +8 (+3 eff.) Spell.save +11 (+6 eff.) ---------- misc Hate/m.crit +1.00 Max.stam +16.00 Max.hate +7.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
| Around neck |  Adithra the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Con dps ---------- Mind.crit +6% ----- def ----- Mind.save +12 (+4 eff.) Amulets can have magical properties.  | 
| In main hand |  steel mace 'Polildawen' (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Disrupt/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex +1 Mag +4 Con dps ---------- Phys.crit +5.0% Phys.pwr +14 (+6 eff.) Res.pen +5% physical ----- def ----- Resists +7% acid +7% fire +11% cold +7% lightning +3% all Spell.save +7 (+4 eff.) Disarm- +14% ---------- misc See.Invis +3 Blunt and deadly.  | 
| Around waist |  spiritwalker's rough leather belt of burglary1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Mag +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Mana/turn +0.10 Max.mana +23.00 Infravis +4 A belt that goes around your waist.  | 
| In off hand |  warbringer's dwarven-steel dagger of evisceration (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 15.5 - 20.2 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +8.0% Phys.pwr +14 (+6 eff.) Res.pen +5% physical ----- def ----- Disarm- +24% Sharp, short and deadly.  | 
| Cloak |  Pitchhue (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  troll-hide cured leather armour of the hero  (6 def, 4 armour)9.0 T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +3 Cun ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +61.00 HP.reg +5.00 Heal.mod +11% A suit of armour made of leather.  | 
Inventory
 shatter afflictions rune (absorb 58; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 58 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 stabilizing steel amulet of mastery (0.10 Cunning / Stealth)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +24% ---------- misc Masteries +0.10 Cunning/Stealth Amulets can have magical properties.  | 
 steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +13% ---------- misc Infravis +2 Sight +2 See.Invis +5 Amulets can have magical properties.  | 
 copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties.  | 
 marksman's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% fire Acc +6 (+2 eff.) ----- def ----- Resists +22% fire Rings can have magical properties.  | 
 psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties.  | 
 Glitterwind0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +12% lightning Res.pen +20% mind ----- def ----- Resists +24% lightning ---------- misc Psi/ret +0.08 Max.psi +30.00 Light +3 Rings can have magical properties.  | 
 truestriking steel waraxe of phasing (14-19.6 power, 12 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +4.0% Atk.spd 100% Phasing +13% While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +7 One-handed war axes.  | 
 Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
 flaming iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly.  | 
 hateful iron dagger of massacre (14.5-18.85 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 14.5 - 18.9 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +6% Living Sharp, short and deadly.  | 
 iron dagger of massacre (17-22.1 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 17.0 - 22.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly.  | 
 dwarven-steel dagger of amnesia (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Psionic Power 18.0 - 23.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly.  | 
 harmonious mossy mindstar of flames (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego++] Nature Power 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) All.spd +2% Melee+ 5 fire Dmg.mod +3% nature +5% fire Res.pen +3% nature +5% fire ----- def ----- Resists +3% nature +5% fire ---------- misc Masteries +0.10 Wild-gift/Harmony 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.  | 
 vined mindstar of venom (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 acid Dmg.mod +4% acid Res.pen +6% acid ----- def ----- Resists +7% acid HP.reg +2.00 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.  | 
 psychokinetic quiver of elm arrows of vileness (15/15, 14-19.6 power, 5 apr)3.0 T1 arrow ammo [Ego+] Arcane/Psionic Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 15 Ranged+ +9 blight +11 physical On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to knock the target back 3 spaces and deal 119 physical damage Arrows are used with bows to pierce your foes to death.  | 
 cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% acid +7% physical +7% cold +10% fire ----- def ----- Resists +12% acid +12% physical +10% cold +12% fire +11% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather.  | 
 troll-hide rough leather armour of the deep (3 def, 3 armour)9.0 T1 light armor [Ego++] Nature While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +6% Resists +6% acid +6% cold Max.HP +32.00 HP.reg +3.40 Heal.mod +11% ---------- misc Breathe water A suit of armour made of leather.  | 
 Stormsnake (6 def, 4 armour)9.0 T2 light armor [Rare] Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Dmg.mod +18% nature +12% lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +9% lightning +6% cold Mind.save +12 (+4 eff.) A suit of armour made of leather.  | 
 radiant hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +13% blight +15% darkness ---------- misc Light +1 A suit of armour made of leather.  | 
 rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist.  | 
 Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers.  | 
 Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 55% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
 pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid.  | 
 Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.02 to 87.07 lightning damage (58.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
 miner's rough leather cap (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +2 A cap made of leather.  | 
 rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather.  | 
 bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 50.5 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 miner's iron helm of dexterity (+3) (0 def, 5 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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.  | 
 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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.  | 
 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 124 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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.  | 
 Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.  | 
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 46.40 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 46.40 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
 Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
 sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
 Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Achievements
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Hagens the Halfling Rogue level 13
7th Dusk 122nd year of Ascendancy at 14:33 see stats
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Hagens the Halfling Rogue level 16
38th Dusk 122nd year of Ascendancy at 03:27 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Hagens the Halfling Rogue level 10
1st Summertide 122nd year of Ascendancy at 17:13 see stats
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Hagens the Halfling Rogue level 18
11st Haze 122nd year of Ascendancy at 00:55 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Hagens the Halfling Rogue level 8
6th Mirth 122nd year of Ascendancy at 05:34 see stats
			The Right thing to do (Nightmare (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hagens the Halfling Rogue level 18
67th Haze 122nd year of Ascendancy at 23:12 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Hagens the Halfling Rogue level 18
5th Regrowth 123rd year of Ascendancy at 18:23 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Hagens the Halfling Rogue level 18
67th Haze 122nd year of Ascendancy at 23:53 see stats
			Unstoppable (Nightmare (Roguelike) difficulty)
			Returned from the dead.By Hagens the Halfling Rogue level 14
17th Dusk 122nd year of Ascendancy at 17:58 see stats
Log
Shadow hits Hagens for (20 parried), (40 absorbed), 0 physical (0 total damage).
Haunted from Sieb the krog hits Hagens for 12 mind, 10 darkness (22 total damage).
Deep Wound from Hagens hits Sieb the krog for 12 physical damage.
Hagens uses Dual Strike.
Hagens uses Infusion: Regeneration.
Hagens starts regenerating health quickly.
Hagens resists the Gesture of Pain.
Shadow hits Hagens for (20 parried), 41 physical (41 total damage).
Shadow hits Hagens for 69 physical damage.
Melee retaliation hits Shadow for 1 arcane damage.
Melee retaliation hits Shadow for 1 arcane damage.
Melee retaliation hits Shadow for 1 arcane damage.
Melee retaliation hits Shadow for 1 arcane damage.
Shadow hits Hagens for 71 physical damage.
Shadow hits Hagens for 71 physical damage.
Hagens is not stunned anymore.
Haunted from Sieb the krog hits Hagens for 12 mind, 10 darkness (22 total damage).
Deep Wound from Hagens hits Sieb the krog for 12 physical damage.
Hagens uses Dual Strike.
Hagens performs a melee critical strike against Sieb the krog!
Sieb the krog resists the stunning strike!
Hagens performs a melee critical strike against Sieb the krog!
Melee retaliation hits Hagens for 0 arcane, 0 arcane (0 total damage).
Hagens hits Sieb the krog for 119 physical, 6 physical, 7 darkness, 47 physical, 6 physical, 7 darkness (193 total damage).
Sieb the krog uses Willful Strike.
Sieb the krog hits Hagens for 131 physical damage.
Shadow casts Blindside.
Saving game...
































































































