









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official 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:
 Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: 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. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Embers of Rage 1.5.0Official 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:
 Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 18 / 10% | 
| Size | medium | 
| Lifes / Deaths | Killed by gwelgoroth at level 14 on the 79th Dusk 122nd year of Ascendancy at 23:320 / 6 Killed by Gema the hornet swarm at level 16 on the 46th Haze 122nd year of Ascendancy at 01:18 Killed by luminous horror at level 17 on the 48th Haze 122nd year of Ascendancy at 18:31 Killed by saw horror at level 17 on the 48th Haze 122nd year of Ascendancy at 19:31 Killed by saw horror at level 17 on the 48th Haze 122nd year of Ascendancy at 21:00 Killed by Beladhelle the gwelgoroth at level 18 on the 58th Haze 122nd year of Ascendancy at 08:40 | 
Primary Stats
| Strength | 14 (base 10) | 
| Dexterity | 20 (base 10) | 
| Constitution | 14 (base 10) | 
| Magic | 51 (base 46) | 
| Willpower | 44 (base 36) | 
| Cunning | 20 (base 11) | 
Resources
| Life | -104/302 | 
| Mana | 226/299 | 
| Negative | 84/101 | 
| Healing Factor | 1.4426086956522 | 
| Regeneration | 5.4097826086957 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 4 | 
| See Invisible | 3 | 
| ESP Range | 10 | 
| ESP Kinds | dragon | 
Offense: Mainhand
| Damage | 22 | 
| Accuracy | 20 | 
| Crit Chance | 16% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 40 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +38% | 
| Acid | +21% | 
| Cold | +21% | 
| Arcane | +11% | 
| Mind | +12% | 
| Fire | +6% | 
Offense: Damage Penetration
| Mind | +15% | 
| Acid | +20% | 
Defense: Base
| Armour (hardiness) | 8 (30%) | 
| Defense | 23 | 
| Ranged Defense | 31 | 
| Fatigue | 8 | 
| Physical Save | 16 | 
| Spell Save | 27 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 12%( 70%) | 
| Blight | + 31%( 70%) | 
| Physical | + 6%( 70%) | 
| Mind | + 15%( 70%) | 
| All | 0%( 70%) | 
| Darkness | + 3%( 70%) | 
| Cold | + 40%( 70%) | 
| Fire | + 6%( 70%) | 
| Nature | + 30%( 70%) | 
Defense: Immunities
| Disarm Resistance | 46% | 
| Stun Resistance | 53% | 
| Pinning Resistance | 70% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 21% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Reflection Shield Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 17 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 182 damage for 4 turns. Its effects scale with your Willpower stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 767% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. | 
Class Talents
| Spell / Arcane | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Phantasm | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Water | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Spell / Storm | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.30 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
| 
 | 2/5 | 
| 
 | 4/5 | 
Generic Talents
| Spell / Aegis | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| talent | Thunderstorm | 
| talent | Hurricane | 
| talent | Feather Wind | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns).Runic Saturation | 
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul.Escort: lone alchemist (level 1 of Ruins of Kor'Pul) As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest.Escort: lost anorithil (level 2 of Old Forest) As a reward you improved talent Restful Night (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 4 of Old Forest.Escort: repented thief (level 4 of Old Forest) As a reward you improved talent Track (+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 Willpower by +2. | 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. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 Fortress With one of the notes there was a small gem that looks like a key. | active | 
| The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.Spellblaze Fallouts It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | 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 Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet |  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 (+1 eff.) 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 |  Void Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% lightning / +6% cold / +6% arcane / +6% fire Spell crit. chance: +5% Light radius: +2 It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 30.17 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. | 
| On head |  miner's rough leather cap of dexterity (+3) (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +3 Dex Infravision radius: +1 A cap made of leather. | 
| Tool |  Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| On fingers |  gold ring 'Aditta' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% mind Changes resistances penetration: +15% mind Changes damage: +6% mind Stun/Freeze immunity: +28% Life regen: +2.00 Rings can have magical properties. | 
| On fingers |  copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +21.00 Rings can have magical properties. | 
| Around waist |  Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. | 
| In main hand |  yew magestaff 'Kheluragorach' (120% power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +13 (+7 eff.) Ranged Defense: +6 (+3 eff.) Effects on melee hit: * 11% chance to blind Changes resistances: +3% darkness / +6% fire Changes damage: +20% lightning Grants telepathy: Dragon Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 Infravision radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 84.99 light damage. Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  steady hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +2 Changes stats: +3 Mag Changes damage: +5% arcane Physical save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  cashmere robe of life (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% blight Life regen: +1.50 Maximum life: +60.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Glorurama the linen cloak (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Dex / +4 Cun / +4 Con Changes damage: +6% mind Light radius: +3 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Bokydraldir the Shimmernight Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% acid / +6% physical Changes resistances penetration: +20% acid Changes damage: +15% acid / +12% lightning Stamina each turn: +0.40 Amulets can have magical properties. | 
Inventory
|  heroism infusion of the sneak (+8 for 9 turns, die at -381) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -381 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. 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. | 
|  movement infusion of the warrior (342% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 342% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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. | 
|  mule's copper ring of light (+22%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% light Changes damage: +11% light Maximum encumbrance: +21 Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. savior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +8 (+6 eff.) Spell save: +9 (+4 eff.) Mental save: +9 (+5 eff.) Rings can have magical properties. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (135% power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. steel battleaxe (122% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. | 
|  This item will automatically be transmogrified when you leave the level. Lustredash (150% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning / +4 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +8 light When wielded/worn: Damage when hit (Melee): 4 darkness Light radius: +1 Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. balanced steel greatmaul (130% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +10 (+5 eff.) Disarm immunity: +35% Massive two-handed mauls. | 
|  This item will automatically be transmogrified when you leave the level. steel greatsword (126% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. | 
|  This item will automatically be transmogrified when you leave the level. Zuberewe (124% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 insidious poison When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +5 Mag Changes resistances: +5% arcane / +6% fire Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. Isedalle the Shadowpunish Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 mind Changes resistances penetration: +15% mind Changes damage: +9% mind Maximum encumbrance: +26 A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. Layutta the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +8% lightning / +7% temporal Changes resistances penetration: +15% temporal Mental save: +18 (+9 eff.) Hate when firing a critical mind attack: +2.00 Mental crit. chance: +3% A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather belt 'Fogmarrow' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +9% darkness / +6% fire Changes damage: +18% darkness / +15% fire Mental save: +9 (+5 eff.) Maximum life: +40.00 A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. thick cashmere cloak of the Shaloren (2 def, 6 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +1 Wil / +2 Mag Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  This item will automatically be transmogrified when you leave the level. Obsidianserpent the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 fire Changes resistances: +15% darkness / +6% fire Changes resistances penetration: +10% darkness Changes damage: +6% darkness Stamina each turn: +0.60 Maximum stamina: +25.00 A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather gloves of dexterity (+3) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +2 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  cashmere wizard hat (2 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+3 eff.) Fatigue: +24% A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. steel plate armour of resilience (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Maximum life: +23.00 A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. Dusksever (20/20, 142% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +11 lightning / +4 darkness Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +16 darkness Arrows are used with bows to pierce your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. quiver of ash arrows (15/15, 120% power, 7 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 121% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 Arrows are used with bows to pierce your foes to death. | 
|  This item will automatically be transmogrified when you leave the level. lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+5 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  This item will automatically be transmogrified when you leave the level. opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Silina the iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +5 Str Changes resistances: +3% acid / +9% temporal Life regen: +0.60 Infravision radius: +2 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  This item will automatically be transmogrified when you leave the level. dwarven-steel pickaxe 'Dimtorrent' (dig speed 30 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +12 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Damage when hit (Melee): 4 physical Changes stats: +4 Str Changes resistances: +13% nature Changes damage: +7% nature / +3% darkness Life regen: +0.40 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Heart of the Sandworm Queen Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. | 
|  Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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 50% 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 Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, 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. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. | 
|  This item will automatically be transmogrified when you leave the level. bright ash wand of clairvoyance [power 10] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to reveal the area around you, dispelling darkness (radius 10, power 64 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Anasum the Shalore Archmage level 10
2nd Summertide 122nd year of Ascendancy at 03:33 see stats
 Orbituary (Nightmare (Adventure) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.
			Orbituary (Nightmare (Adventure) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By Anasum the Shalore Archmage level 2
75th Pyre 122nd year of Ascendancy at 02:05 see stats
 Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Adventure) difficulty)
			Rescued the merchant from the assassin lord.By Anasum the Shalore Archmage level 13
61st Dusk 122nd year of Ascendancy at 14:54 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Anasum the Shalore Archmage level 8
7th Mirth 122nd year of Ascendancy at 02:43 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Anasum the Shalore Archmage level 16
31st Haze 122nd year of Ascendancy at 13:33 see stats
Log
Thunderstorm hits Green ooze for 21 lightning damage.
Thunderstorm hits Green ooze for 14 lightning, 18 lightning (32 total damage).
Thunderstorm hits Polydhevea the Guardian for 37 lightning damage.
Isytira the green ooze shoots!
Thunderstorm killed Polydhevea the Guardian!
Thunderstorm killed Green ooze!
Anasum's glacial vapour area effect hits Green ooze for 39 cold damage.
Anasum's glacial vapour area effect hits Isytira the green ooze for 35 cold damage.
Anasum's spell attains critical power!
Talent Lightning is ready to use.
Thunderstorm hits Isytira the green ooze for 23 lightning, 46 lightning (69 total damage).
Thunderstorm hits Green ooze for 25 lightning, 51 lightning (76 total damage).
Isytira the green ooze shoots!
Thunderstorm killed Green ooze!
Anasum's glacial vapour area effect hits Isytira the green ooze for 35 cold damage.
The shield around Anasum crumbles.
Anasum's glacial vapour area effect hits Isytira the green ooze for 35 cold damage.
Anasum casts Lightning.
Anasum hits Isytira the green ooze for 136 lightning damage.
Anasum killed Isytira the green ooze!
Anasum stops surging mana.
Talent Chain Lightning is ready to use.
Something hits Anasum for 196 lightning damage.
Talent Lightning is ready to use.
Beladhelle the gwelgoroth casts Invoke Darkness.
Saving game...












































