











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Items Vault 1.5.0Donators/Buyers bonus! 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:
 Showing Items Tier in Inventory 1.5.10This 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 Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
 Improved Auto-explore and Rest 1.5.5Quality 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 1.5.9Official 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 | Insane Roguelike | 
| Sex | Female | 
| Race | Krog | 
| Class | Archmage | 
| Level / Exp | 50 / 1594% | 
| Size | huge | 
| Lifes / Deaths | no deaths recorded  / 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 212 (base 60) | 
| Dexterity | 52 (base 18) | 
| Constitution | 114 (base 41) | 
| Magic | 27 (base 18) | 
| Willpower | 110 (base 60) | 
| Cunning | 92 (base 39) | 
Resources
| Life | 1548/1548 | 
| Mana | 934/943 | 
| Stamina | 497/497 | 
| Equilibrium | 45 | 
| Healing Factor | 2.1492957746478 | 
| Regeneration | 19.021267605633 | 
Speed
| Mental | +10% | 
| Attack | 0% | 
| Movement | +20% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 18 | 
| Infravision | 4 | 
| See Stealth | 64.608517953013 | 
| See Invisible | 66.608517953013 | 
Offense: Mainhand
| Damage | 301 | 
| Accuracy | 61 | 
| Crit Chance | 93% | 
| APR | 26 | 
| Speed | 0.91 | 
Offense: Offhand
| Damage | 146 | 
| Accuracy | 61 | 
| Crit Chance | 86% | 
| APR | 20 | 
| Speed | 0.91 | 
Offense: Spell
| Spellpower | 27 | 
| Crit Chance | 51% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 65 | 
| Crit Chance | 58% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +43% | 
| Blight | +16% | 
| Physical | +42% | 
| Cold | +17% | 
| All | +7% | 
| Darkness | +25% | 
| Arcane | +19% | 
| Fire | +17% | 
| Nature | +26% | 
Offense: Damage Penetration
| Darkness | +30% | 
| Light | +20% | 
| Physical | +79% | 
| Arcane | +35% | 
| Acid | +35% | 
| All | +15% | 
Defense: Base
| Armour (hardiness) | 84.926113261051 (95.402298850575%) | 
| Defense | 49 | 
| Ranged Defense | 49 | 
| Fatigue | 0 | 
| Physical Save | 90 | 
| Spell Save | 47 | 
| Mental Save | 84 | 
Defense: Resistances
| Acid | + 57%( 70%) | 
| Blight | + 45%( 70%) | 
| Arcane | + 30%( 70%) | 
| Cold | + 51%( 70%) | 
| All | + 22%( 70%) | 
| Mind | + 29%( 70%) | 
| Lightning | + 48%( 70%) | 
| Light | + 24%( 70%) | 
| Temporal | + 24%( 70%) | 
| Physical | + 48%( 70%) | 
| Darkness | + 29%( 70%) | 
| Fire | + 45%( 70%) | 
| Nature | + 63%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 75% | 
| Blind Resistance | 10% | 
| Silence Resistance | 20% | 
| Bleed Resistance | 0% | 
| Pinning Resistance | 30% | 
| Disarm Resistance | 78% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 100% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1083 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 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 36 for 9 turns. While Heroism is active, you will only die when reaching -1237 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 Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1032% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat.  | 
Class Talents
| Spell / Air | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| 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 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Water | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Wild-gift / Fungus | 1.00 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Cunning / Survival | 0.90 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat training | 1.40 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
  | 4/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Aegis | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 5/5 | 
  | 3/5 | 
| Spell / Divination | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Krog | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Wild Growth | 
| talent | Antimagic Shield | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently.  | active | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed | 
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)).  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)).  | done | 
You failed to protect the lone alchemist from death by h e l p  m e. Escort: lone alchemist (level 3 of Dreadfell) | failed | 
You failed to protect the lone alchemist from death by h e l p  m e. Escort: lone alchemist (level 3 of Old Forest) | failed | 
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)).  | done | 
You failed to protect the lost anorithil from death by ritch flamespitter. Escort: lost anorithil (level 1 of Old Forest) | failed | 
You failed to protect the lost sun paladin from death by orc warrior. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Disengage (+1 level(s)).  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Disengage (+1 level(s)).  | done | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.  | 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 | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning.  | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2404.  | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | done | 
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
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 within5 lumberjacks have died.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat.  | done | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | 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 |  Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows.  | 
| Light source |  NightripInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +1 Cun Changes resistances: +9% blight / +6% cold / +9% darkness Changes resistances penetration: +15% darkness / +15% all Changes damage: +3% nature Physical save: +14 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +11 (+2 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +1% Light radius: +11 See stealth: +23 See invisible: +25 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
| On head |  Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / +10 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+3 eff.) It can be used to activate talent Bellowing Roar (costing 29 power out of 45/45) : Effective talent level: 3.6 Power cost: 29 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 341.55 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes.  | 
| On hands |  Radiancetorrent (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +18.0% Armour: +3 Damage (Melee): 14 cold Changes stats: +3 Con Changes resistances: +9% cold / +9% mind / +3% light Changes damage: +10% cold Critical mult.: +11.00% Physical save: +30 (+6 eff.) Spell save: +7 (+3 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +44% Spell crit. chance: +19% Mental crit. chance: +13% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 2.0 Power cost: 19 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 a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  Torytar (dig speed 10 turns) =respen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane / 12 acid Changes stats: +3 Str Changes resistances: +5% arcane Changes resistances penetration: +20% acid / +24% physical / +20% arcane Changes damage: +9% blight / +12% arcane / +27% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Layythra the ObsidianstreakInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +10 Wil Changes resistances: +32% nature Changes resistances penetration: +5% light Changes damage: +16% nature / +18% darkness Mental save: +20 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +3.60 Light radius: +3 Rings can have magical properties.  | 
| On fingers |  Yviriathra the RadiancesorrowCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Armour: +16 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +18 Str / +13 Cun / +10 Con Changes resistances: +5% arcane / +12% cold Mental save: +44 (+9 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Light radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 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 67%. Rings can have magical properties.  | 
| Around neck |  voratun amulet 'Yvinor'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Fatigue: -10% Changes stats: +10 Str / +9 Dex / +6 Wil / +6 Cun / +10 Con Changes damage: +10% physical Critical mult.: +10.00% Physical save: +30 (+6 eff.) Mental save: +15 (+3 eff.) Silence immunity: +20% Confusion immunity: +25% Pinning immunity: +20% Life regen: +1.10 Stamina each turn: +1.50 Hate when firing a critical mind attack: +3.00 Mindpower: +21 (+6 eff.) Movement speed: +10% Combat speed: +10% Amulets can have magical properties.  | 
| In main hand |  Butcher (159% power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time."  | 
| Around waist |  drakeskin leather belt 'Voradhethra'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +13.0% Changes stats: +6 Str / +12 Dex / +7 Wil / +13 Cun / +9 Con Changes resistances: +2% physical Changes resistances penetration: +10% physical Reduces incoming crit damage: 10.00% Physical save: +20 (+4 eff.) Spell save: +14 (+5 eff.) Mental save: +35 (+7 eff.) Blindness immunity: +10% Knockback immunity: +15% Life regen: +2.90 Mindpower: +9 (+3 eff.) Mental crit. chance: +12% Healing mod.: +30% A belt that goes around your waist.  | 
| In off hand |  Velisemira (154% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +60 insidious poison When wielded/worn: Physical crit. chance: +17.0% Physical power: +15 (+2 eff.) Armour: +6 Changes stats: +2 Str / +6 Con Changes resistances penetration: +30% physical Changes damage: +9% acid Disarm immunity: +34% Pinning immunity: +10% Blunt and deadly.  | 
| Cloak |  elven-silk cloak 'Zubivena' (32 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +32 (+10 eff.) Changes stats: +6 Str / +6 Dex / +2 Cun / +6 Con Changes resistances: +10% acid / +3% temporal / +10% cold / +10% fire / +13% lightning Talent mastery: +0.40 Technique / Combat training Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Physical save: +26 (+5 eff.) Spell save: -7 (-2 eff.) Life regen: +1.00 Stamina each turn: +1.50 Mana each turn: -0.60 Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Scale Mail of Kroltar (20 def, 18 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 It can be used to activate talent Devouring Flame (costing 32 power out of 80/80) : Effective talent level: 3.6 Power cost: 32 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 48.69 fire damage in a radius of 4 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
Inventory
 Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
 2 Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
 Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump.  | 
 NimbusblurInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +18 (+3 eff.) Changes stats: +11 Str Changes resistances: +29% mind Changes resistances penetration: +20% lightning / +30% physical Confusion immunity: +50% Stamina each turn: +0.60 Maximum life: +40.00 Amulets can have magical properties.  | 
 voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties.  | 
 voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties.  | 
 voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties.  | 
 Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
 Ring of the Dead =revive=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim.  | 
 Ureslak's Femur (164% power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature.  | 
 Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+20 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 126 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
 Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly.  | 
 Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+2 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly.  | 
 Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 196.35 arcane damage and stunned), costing 63 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them.  | 
 Unlighttorrent (0 def, 8 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +8 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 40 mind / 36 darkness Changes stats: +2 Str Changes resistances: +6% darkness Critical mult.: +6.00% Physical save: +9 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +47% Life regen: +0.40 Maximum life: +67.00 Mindpower: +5 (+2 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 102 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.  | 
 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel.  | 
 voratun pickaxe 'Cracklevault' (dig speed 5 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +4 Defense: +7 (+2 eff.) Changes stats: +2 Cun / +7 Str Changes resistances: +7% physical Changes damage: +6% lightning / +11% fire / +19% mind Grants telepathy: Humanoid/Orc Spell save: +3 (+1 eff.) Mental save: +12 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +10 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick.  | 
 Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 12 power out of 35/35) : Effective talent level: 1.8 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."  | 
 Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
 Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
 Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch.  | 
 Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
 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.  | 
 Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.  | 
 Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull.  | 
 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Recall (3/3)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 127 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.  | 
 Rod of Spydric Poison (4/4)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 388.08 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 16 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom.  | 
 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.  | 
 Smolderglean [power 39]  (19 cooldown) =tp=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +24% fire / +15% temporal Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +20% fire Changes damage: +6% fire Talent granted: +1 Ward Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to teleport randomly (rad 39), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
			A View From The Gallery (Insane (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By h e l p m e the Krog Archmage level 20
61st Haze 122nd year of Ascendancy at 23:53 see stats
			A dangerous secret (Insane (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By h e l p m e the Krog Archmage level 33
60th Regrowth 123rd year of Ascendancy at 04:00 see stats
			A different point of view (Insane (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By h e l p m e the Krog Archmage level 43
4th Flare 123rd year of Ascendancy at 16:50 see stats
			Against all odds (Insane (Roguelike) difficulty)
			Killed Ukruk in the ambush.By h e l p m e the Krog Archmage level 32
53rd Regrowth 123rd year of Ascendancy at 05:41 see stats
			Antimagic! (Insane (Roguelike) difficulty)
			Completed antimagic training in the Ziguranth camp.By h e l p m e the Krog Archmage level 14
32nd Dusk 122nd year of Ascendancy at 20:07 see stats
			Are you out of your mind?! (Insane (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By h e l p m e the Krog Archmage level 50
65th Dusk 123rd year of Ascendancy at 19:37 see stats
			Ay ay captain! (Insane (Roguelike) difficulty)
			Turn into a pirate!By h e l p m e the Krog Archmage level 25
3rd Allure 123rd year of Ascendancy at 00:20 see stats
			Back and there again (Insane (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By h e l p m e the Krog Archmage level 41
2nd Mirth 123rd year of Ascendancy at 15:14 see stats
			Brave new world (Insane (Roguelike) difficulty)
			Went to the Far East and took part in the war.By h e l p m e the Krog Archmage level 35
17th Pyre 123rd year of Ascendancy at 05:22 see stats
			Bringer of Doom (Insane (Roguelike) difficulty)
			Killed a Bringer of Doom.By h e l p m e the Krog Archmage level 20
79th Dusk 122nd year of Ascendancy at 01:37 see stats
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By h e l p m e the Krog Archmage level 11
5th Dusk 122nd year of Ascendancy at 13:07 see stats
			Demonic Invasion (Insane (Roguelike) difficulty)
			Stopped a demonic invasion by closing their portal.By h e l p m e the Krog Archmage level 47
17th Dusk 123rd year of Ascendancy at 09:39 see stats
			Destroyer's bane (Insane (Roguelike) difficulty)
			Killed Golbug the Destroyer.By h e l p m e the Krog Archmage level 34
14th Pyre 123rd year of Ascendancy at 23:05 see stats
			Dragon's Greed (Insane (Roguelike) difficulty)
			Amassed 8000 gold pieces.By h e l p m e the Krog Archmage level 30
33rd Regrowth 123rd year of Ascendancy at 12:08 see stats
			Earth Master (Insane (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By h e l p m e the Krog Archmage level 50
59th Dusk 123rd year of Ascendancy at 05:59 see stats
			Evil denied (Insane (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By h e l p m e the Krog Archmage level 50
63rd Dusk 123rd year of Ascendancy at 09:17 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By h e l p m e the Krog Archmage level 22
1st Decay 122nd year of Ascendancy at 21:30 see stats
			Eye of the storm (Insane (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By h e l p m e the Krog Archmage level 20
60th Haze 122nd year of Ascendancy at 21:48 see stats
			Fear of Fours (Insane (Roguelike) difficulty)
			Killed all four bosses of the Slime Tunnels.By h e l p m e the Krog Archmage level 50
45th Dusk 123rd year of Ascendancy at 02:37 see stats
			Home sweet home (Insane (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By h e l p m e the Krog Archmage level 24
8th Decay 122nd year of Ascendancy at 07:12 see stats
			Huge Appetite (Insane (Roguelike) difficulty)
			Ate 20 bosses.By h e l p m e the Krog Archmage level 50
31st Dusk 123rd year of Ascendancy at 04:10 see stats
			I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By h e l p m e the Krog Archmage level 50
66th Dusk 123rd year of Ascendancy at 05:21 see stats
			Invasion from the Depths (Insane (Roguelike) difficulty)
			Stopped a naga invasion by closing their portal.By h e l p m e the Krog Archmage level 49
24th Dusk 123rd year of Ascendancy at 07:49 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By h e l p m e the Krog Archmage level 10
4th Flare 122nd year of Ascendancy at 13:28 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By h e l p m e the Krog Archmage level 20
78th Dusk 122nd year of Ascendancy at 14:00 see stats
			Level 30 (Insane (Roguelike) difficulty)
			Got a character to level 30.By h e l p m e the Krog Archmage level 30
33rd Regrowth 123rd year of Ascendancy at 01:44 see stats
			Level 40 (Insane (Roguelike) difficulty)
			Got a character to level 40.By h e l p m e the Krog Archmage level 40
74th Pyre 123rd year of Ascendancy at 22:38 see stats
			Level 50 (Insane (Roguelike) difficulty)
			Got a character to level 50.By h e l p m e the Krog Archmage level 50
27th Dusk 123rd year of Ascendancy at 00:25 see stats
			Orcrist (Insane (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By h e l p m e the Krog Archmage level 50
43rd Dusk 123rd year of Ascendancy at 13:15 see stats
			Portal master (Insane (Roguelike) difficulty)
			Fought the two Sorcerers and closed four invocation portals.By h e l p m e the Krog Archmage level 50
63rd Dusk 123rd year of Ascendancy at 09:16 see stats
			Race through fire (Insane (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By h e l p m e the Krog Archmage level 50
27th Dusk 123rd year of Ascendancy at 02:08 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By h e l p m e the Krog Archmage level 17
65th Dusk 122nd year of Ascendancy at 06:43 see stats
			Shasshhiy'Kaish (Insane (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By h e l p m e the Krog Archmage level 24
1st Allure 123rd year of Ascendancy at 11:26 see stats
			Size is everything (Insane (Roguelike) difficulty)
			Did over 1500 damage in one attack.By h e l p m e the Krog Archmage level 39
73rd Pyre 123rd year of Ascendancy at 22:14 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By h e l p m e the Krog Archmage level 30
33rd Regrowth 123rd year of Ascendancy at 19:33 see stats
			Sliders (Insane (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By h e l p m e the Krog Archmage level 35
15th Pyre 123rd year of Ascendancy at 01:27 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By h e l p m e the Krog Archmage level 10
5th Flare 122nd year of Ascendancy at 16:48 see stats
			The Legend of Garkul (Insane (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By h e l p m e the Krog Archmage level 50
43rd Dusk 123rd year of Ascendancy at 03:27 see stats
			The bigger the better! (Insane (Roguelike) difficulty)
			Did over 3000 damage in one attack.By h e l p m e the Krog Archmage level 45
11st Dusk 123rd year of Ascendancy at 05:09 see stats
			There and back again (Insane (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By h e l p m e the Krog Archmage level 36
42nd Pyre 123rd year of Ascendancy at 21:00 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By h e l p m e the Krog Archmage level 20
79th Dusk 122nd year of Ascendancy at 01:46 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By h e l p m e the Krog Archmage level 15
37th Dusk 122nd year of Ascendancy at 15:09 see stats
			Vampire crusher (Insane (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By h e l p m e the Krog Archmage level 32
52nd Regrowth 123rd year of Ascendancy at 18:47 see stats
Log
H e l p  m e deactivates Wild Growth.
H e l p  m e deactivates Antimagic Shield.










































































































