












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
 Pecks
 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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 1.7.2Quality 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 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
  | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Ogre | 
| Class | Adventurer | 
| Level / Exp | 18 / 78% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 89 (base 46) | 
| Dexterity | 79.340449927278 (base 46) | 
| Constitution | 85.340449927278 (base 46) | 
| Magic | 86 (base 46) | 
| Willpower | 63.340449927278 (base 46) | 
| Cunning | 78 (base 46) | 
Resources
| Mana | 44/44 | 
| Negative | 66/66 | 
| Life | 741/741 | 
| Paradox | 300 | 
| Soul | 16/16 | 
| Hate | 88/100 | 
| Equilibrium | 30 | 
| Vim | 51/51 | 
| Positive | 1/1 | 
| Stamina | 144/144 | 
| Insanity | 0/100 | 
| Healing Factor | 1.3853799934979 | 
| Regeneration | 23.578643259209 | 
Speed
| Mental | +44.834531382345% | 
| Attack | +11.38129468067% | 
| Movement | +351.67989587657% | 
| Spell | +24.323697625251% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 8 | 
| Infravision | 9 | 
| See Stealth | 151.57587356259 | 
| See Invisible | 197.109794448 | 
Offense: Mainhand
| Damage | 149 | 
| Accuracy | 73 | 
| Crit Chance | 89% | 
| APR | 14 | 
| Speed | 0.69 | 
Offense: Offhand
| Damage | 101 | 
| Accuracy | 73 | 
| Crit Chance | 92% | 
| APR | 16 | 
| Speed | 0.69 | 
Offense: Spell
| Spellpower | 85 | 
| Crit Chance | 100% | 
| Speed | 0.80435188069639 | 
Offense: Mind
| Mindpower | 60 | 
| Crit Chance | 34% | 
| Speed | 0.89781682181644 | 
Offense: Damage Bonus
| Acid | 0% | 
| Blight | +17% | 
| Arcane | +25% | 
| Cold | +25% | 
| All | 0% | 
| Physical | +14% | 
| Lightning | +54% | 
| Light | +48% | 
| Temporal | +9% | 
| Mind | +21% | 
| Darkness | +54% | 
| Fire | +90% | 
| Nature | +26% | 
Offense: Damage Penetration
| Lightning | +37% | 
| Fire | +42% | 
| Cold | +37% | 
| Arcane | +37% | 
| Mind | +42% | 
| All | +12% | 
Defense: Base
| Armour (hardiness) | 168.89428359028 (94.051442452011%) | 
| Defense | 78 | 
| Ranged Defense | 86 | 
| Fatigue | 4 | 
| Physical Save | 55 | 
| Spell Save | 62 | 
| Mental Save | 63 | 
Defense: Resistances
| Acid | + 62%( 70%) | 
| Arcane | + 62%( 70%) | 
| Cold | + 62%( 70%) | 
| All | + 34%( 70%) | 
| Physical | + 43%( 72%) | 
| Darkness | + 62%( 78%) | 
| Light | + 63%( 70%) | 
| Temporal | + 36%( 70%) | 
| Mind | + 28%( 70%) | 
| Lightning | + 61%( 70%) | 
| Fire | + 54%( 70%) | 
| Nature | + 48%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Pinning Resistance | 100% | 
| Confusion Resistance | 36% | 
| Fear Resistance | 48% | 
| Knockback Resistance | 67% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 74% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat.  | 
| 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 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat.  | 
Class Talents
| Spell / Animus | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Death | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Celestial / Sun | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Chronomancy / Temporal Guardian | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Corruption / Bone | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Plague | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Chronomancy / Temporal Combat | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Wild-gift / Fire drake aspect | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Tactical | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Wild-gift / Cold drake aspect | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Stealth | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Cursed / Rampage | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Tireless Combatant | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Strife | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Sand drake aspect | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Endless hunt | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Air | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Earth | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Celestial / Radiance | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Glacial waste | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Demented / Horrific body | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Corruption / Blood | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Celestial / Crusader | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Corruption / Blight | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Poisons | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Chronomancy / Stasis | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Celestial / Combat | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Undead drake | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Higher draconic abilities | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Demented / Void | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Demented / Path of horror | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Scourge | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Heart of Fire | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Chronomancy / Spacetime Folding | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Torture | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Chronomancy / Speed Control | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cursed / Punishments | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Cursed / Predator | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Gloom | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Chronomancy / Blade Threading | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Enhancement | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Celestial / Eclipse | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Magical combat | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Phantasm | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Reaving combat | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Aether | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Shadow magic | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Arcane | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Wild-gift / Storm drake aspect | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-gift / Venom drake aspect | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Sanguisuge | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Spell / Temporal | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Meta | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Cursed / Force of will | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cursed / Cursed form | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Vile life | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.40 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Demented / Beyond sanity | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Torment | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Cursed / Cursed aura | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Oppression | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Survival | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Unarmed training | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Celestial / Hymns | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Aegis | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Scoundrel | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Demonic strength | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Necrosis | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Chronomancy / Spacetime Weaving | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Chronomancy / Fate Weaving | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Chronomancy / Chronomancy | 1.20 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Ogre | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 3/5 | 
  | 0/5 | 
| Celestial / Chants | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Cunning / Lethality | 1.20 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
Effects
| talent | Stone Skin | 
| talent | Arcane Combat | 
| talent | Chant of Fortitude | 
| talent | Keen Senses | 
| talent | Weapon Folding | 
| talent | Thunderstorm | 
| talent | Weapon of Light | 
| talent | Arcane Power | 
| talent | Shielding | 
| talent | Crippling Poison | 
| talent | Arcane Feed | 
| talent | Spikes of Decrepitude | 
| talent | Grim Shadow | 
| talent | Stalk | 
| talent | Blood Fury | 
| talent | Phantasmal Shield | 
| talent | Exploit Weakness | 
| talent | Gloom | 
| talent | Shadow Combat | 
| talent | Righteous Strength | 
| talent | Hiemal Shield | 
| talent | Chaos Orbs | 
| talent | Fiery Hands | 
| talent | Savage Hunter | 
| talent | Raze | 
| talent | Dark Ritual | 
| talent | Hymn of Shadows | 
| talent | Shock Hands | 
| talent | Elemental Discord | 
| talent | Apply Poison | 
| talent | Eternal Suffering | 
| talent | Feather Wind | 
| talent | Deflection | 
| talent | Daunting Presence | 
| talent | Icy Skin | 
| talent | Horrifying Blows | 
| talent | Elemental Harmony | 
| talent | Ruin | 
| talent | Hymn Nocturnalist | 
| talent | Blood Vengeance | 
| talent | Bone Shield | 
| talent | Overkill | 
| talent | Abyssal Shield | 
| talent | Blade Flurry | 
| talent | Weapon of Wrath | 
| talent | Disruption Shield | 
| talent | Corona | 
| talent | Reaping | 
| talent | Second Life | 
| talent | Surge | 
| talent | Numbing Poison | 
| talent | Searing Sight | 
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 52% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1.  | 
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty | 
| beneficial effect | Countering melee attacks: Has a 52% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking | 
| beneficial effect | The target is moving is 100% faster. 3 Celerity | 
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing | 
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns.  | 
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +8% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns.  | 
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 51 mind and 65 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 85 Mind damage, and deal 108 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time.  | 
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent.  | 
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere 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 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5.  | done | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy  | active | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.'  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died.  | 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 |  Squalormonster (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Changes stats: +9 Lck / +5 Dex Changes resistances: +6% nature Changes resistances penetration: +15% mind Changes damage: +6% nature / +12% mind Stealth bonus: +7 Curse of Madness A pair of boots made of leather.  | 
| Light source |  Betyba the GalerageInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes resistances: +6% light Changes damage: +12% lightning / +24% physical Mental save: +8 (+2 eff.) Light radius: +4 See stealth: +5 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  Adumina the Shimmernail (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 lightning Changes stats: +5 Str Changes resistances: +15% lightning Changes damage: +9% mind Equilibrium when hit: +0.20 Psi when hit: +0.08 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 317.8 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
| On hands |  Flamewrought (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire Curse of Shrouds It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 134.75 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch.  | 
| Tool |  iron pickaxe 'Flameseam' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Str / +2 Cun Changes resistances: +6% lightning / +3% temporal Changes resistances penetration: +5% fire Changes damage: +9% temporal / +6% fire Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
| On fingers |  pixie's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 10 light Changes stats: +3 Cun / +6 Mag Changes damage: +11% light Spellpower: +6 (+1 eff.) Rings make your fingers look great!  | 
| Around neck |  Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
| In main hand |  flaming dwarven-steel greatmaul of shearing (Shrouds) (39-58 power, 2 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.0 - 58.5 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +12% all Curse of Shrouds Massive two-handed mauls.  | 
| Around waist |  Galebreak the hardened leather belt (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +8 Defense: +15 (+3 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Dex Changes resistances: +3% darkness Physical save: +19 (+6 eff.) Mindpower: +4 (+1 eff.) Curse of Madness A belt that goes around your waist.  | 
| In off hand |  Eilinominor (Misfortune) (21-29 power, 4 apr)Requires: - Magic 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 63% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes stats: +1 Str / +8 Wil / +8 Con Stamina each turn: +3.00 Maximum life: +43.00 Curse of Misfortune One-handed war axes.  | 
| Cloak |  cashmere cloak 'Velotha' (Shrouds) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Mag / +7 Wil Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +3.00 Maximum psi: +50.00 Spell crit. chance: +6% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Grinydil (Madness) (0 def, 34 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +34 Fatigue: +16% Changes stats: +4 Dex Changes resistances: +23% acid / +22% cold Allows you to breathe in: water Physical save: +15 (+5 eff.) Curse of Madness A suit of armour made of metal plates.  | 
Inventory
 Prismatic Rune (6 turns; acid, temporal, blight, fire, physical, lightning)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 5 temporal, 5 blight, 4 fire, 3 physical, 3 lightning It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Drake's Bane (Misfortune) (45-68 power, 21 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Misfortune The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.  | 
 Sunstone the steel dagger (Corpses) (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Cun, 0% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 132 fire damage (1/turn) Damage (Melee): +12 fire Damage (radius 1) on hit: +9 fire When wielded/worn: Changes resistances penetration: +10% nature / +10% fire Changes damage: +18% fire Curse of Corpses Sharp, short and deadly.  | 
 Unerring Scalpel (Corpses) (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Cun, 0% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments.  | 
 steel mace 'Layara' (Corpses) (20-27 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +9% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses Blunt and deadly.  | 
 drakeskin leather sling 'Alozilagund' (Misfortune)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Travel speed: +200% Damage (Ranged): +16 acid Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +3.0% Changes stats: +4 Cun / +3 Mag Changes damage: +9% arcane Hate when firing a critical mind attack: +4.00 Spellpower: +10 (+2 eff.) Combat speed: +10% Curse of Misfortune Slings are used to hurl stones or metal shots at your foes.  | 
 Gravitational Staff (Nightmares) (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% Curse of Nightmares It can be used to activate talent Gravity Spike (costing 8 power out of 14/14) : Effective talent level: 3.0 Power cost: 8 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 225.44 physical (gravity) damage. Each target moved beyond the first increases the damage by 28.18 (up to a maximum of 112.72 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave.  | 
 Kor's Fall (Madness) (10-12 power, 0 apr, fire element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Madness It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.6 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 265.64 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (531). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.  | 
 Gloomquell the steel waraxe (Corpses) (19-27 power, 3 apr)Requires: - Magic 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 19.0 - 26.6 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +10 nature Damage (radius 2) on crit: +4 darkness Damage against: +5% Unnatural When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 28% Changes resistances: +6% darkness Changes damage: +12% darkness Curse of Corpses One-handed war axes.  | 
 Skullcleaver (Corpses) (20-28 power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson.  | 
 cashmere cloak 'Arthydrafast' (Shrouds) (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +9% lightning / +19% cold Poison immunity: +20% Only die when reaching: -60.00 life Maximum life: +20.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Chaleyon (Madness) (3 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Armour: +5 Defense: +3 (+1 eff.) Changes stats: +3 Mag Changes resistances: +11% acid / +11% physical / +7% darkness / +11% fire / +10% blight / +10% cold / +5% light / +9% all Changes damage: +5% acid / +5% physical / +9% light / +10% blight / +5% cold / +7% fire Talent cooldown: Refit Golem (-2 turns) Critical mult.: +10.00% Maximum life: +30.00 Light radius: +2 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 traveler's pair of iron boots of speed (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +5 (+1 eff.) Movement speed: +25% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Obsidiancutter the hardened leather armour (Corpses) (9 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness / +17% fire Changes resistances penetration: +5% darkness / +5% lightning Changes damage: +9% lightning / +6% darkness Curse of Corpses A suit of armour made of leather.  | 
 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 311.23 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 311.23 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
 Salibrerin the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +5% mind Hate when firing a critical mind attack: +2.00 Maximum life: +40.00 Mental crit. chance: +1% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.  | 
 Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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 Activation costs 115 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 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) Activation costs 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.  | 
 Aridrakath the pouch of steel shots (22/22, 28-34 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 28.5 - 34.2 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon crit: * Splash the target with acid dealing 221 damage over 5 turns and reducing armor and accuracy by 28 Damage (Ranged): +8 arcane Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +16 arcane Shots are used with slings to pummel your foes to death.  | 
 Demonraven (22/22, 52-62 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 52.0 - 62.4 Uses stats: 50% Cun, 0% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 234 physical damage Damage (Ranged): +8 temporal / +39 physical / +12 darkness / +11 nature Damage (radius 1) on hit: +12 darkness / +8 temporal Shots are used with slings to pummel your foes to death.  | 
 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Cheating Andy the Ogre Adventurer level 15
73rd Dusk 122nd year of Ascendancy at 13:49 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Cheating Andy the Ogre Adventurer level 10
10th Mirth 122nd year of Ascendancy at 04:06 see stats
			Size matters (Nightmare (Roguelike) difficulty)
			Did over 600 damage in one attack.By Cheating Andy the Ogre Adventurer level 11
1st Summertide 122nd year of Ascendancy at 17:16 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Cheating Andy the Ogre Adventurer level 9
6th Mirth 122nd year of Ascendancy at 20:13 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Cheating Andy the Ogre Adventurer level 12
3rd Flare 122nd year of Ascendancy at 09:30 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Cheating Andy the Ogre Adventurer level 15
19th Regrowth 123rd year of Ascendancy at 20:51 see stats
Log
Ran for 8 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 15 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
You gain 3.30 gold from the transmogrification of high-capacity quiver of yew arrows of grasping (46/46, 32-45 power, 10 apr).
You gain 1.00 gold from the transmogrification of acidic steel shield (Shrouds) (0 def, 4 armour, 39.5 block).
You gain 1.70 gold from the transmogrification of prismatic cured leather armour of acid resistance (Shrouds) (6 def, 4 armour).
You gain 1.17 gold from the transmogrification of cured leather armour of cold resistance (Madness) (6 def, 4 armour).
You gain 1.47 gold from the transmogrification of steel mail armour of spell shielding (Misfortune) (2 def, 6 armour).
You gain 4.28 gold from the transmogrification of surging yew vilestaff of might (Nightmares) (20-24 power, 4 apr, darkness element).
You gain 2.60 gold from the transmogrification of earthen yew magestaff (Madness) (20-24 power, 4 apr, lightning element).
You gain 5.03 gold from the transmogrification of cruel ash starstaff of illumination (Corpses) (15-18 power, 3 apr, light element).
You gain 3.06 gold from the transmogrification of balanced steel longsword of massacre (Shrouds) (20-27 power, 3 apr).
You gain 6.33 gold from the transmogrification of caustic yew longbow (Corpses).
You gain 3.55 gold from the transmogrification of truestriking dwarven-steel dagger (Misfortune) (22-28 power, 7 apr).
You gain 1.00 gold from the transmogrification of arcing steel dagger (Madness) (11-14 power, 6 apr).
You gain 5.58 gold from the transmogrification of inquisitor's steel battleaxe of shearing (Shrouds) (20-30 power, 2 apr).
You gain 4.70 gold from the transmogrification of steel amulet of healing.
Quest 'Trapped!' is done! (Press 'j' to see the quest log)
Quest 'Trapped!' completed! (Press 'j' to see the quest log)
There is a trap door leading to underground tunnels here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
The furious lightning storm around Cheating Andy calms down and disappears.





















































































































































































































































































































































































