











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) 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. Class: Wisp 1.7.0A new class, a psionic archer who starts with the powers of hypnosis, light telekinesis, and control over fabric. Class Talents Generic Talents There is also an evolution prodigy for this class, Incarnate Storm. Incompatible with https://te4.org/games/addons/tome/mv-greenwatch Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison.  Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Class: Astromancer 1.7.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything. 
 Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Keep Transmo Tab 1.7.0Attempts to prevent the "Transmogrification Chest" tab in inventory dialogs from being accidentally deselected after switching to an actor like the Alchemist's golem that doesn't have a transmogrification chest. Also attempts to ensure that the Tinkers tab is not left unselected in the inventory dialog after the player gains talents that make the tab available (for instance, Steamtech/Physics or Steamtech/Chemistry from the Embers of Rage DLC). Also available as part of the Bugnibus Bugfix Pack. Fanged-Collar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. Return of the Gunsnake 1.7.0Creatures without hands are allowed to be tinker classes again. Expect not just gunsnakes, but gunbears, gunjellies, sawcrystals, ivyannihilators, and more. You will regret using this addon. 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. 
 
 
 
 
 
 
 
 Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions: 
 Isn't Zephyr already a class? 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. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents:  With new graphics by ToME artist rexorcorum Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. 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:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. 
 NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Googly Eyes 1.7.0Adds googly eyes to actors. Eyes wobble around very slowly, and get shaken to point in a new direction when you get a critical hit. Some creatures, especially from addons, may have their eyes appear somewhere weird. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents:  New Talents: Advanced Talents: Items Vault 1.7.6Donators/Buyers bonus! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons.  This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements.   This mod will be incompatible with other mods that re-arrange the character creation screen. Proper Possession 1.7.0
 Frequently Asked Questions: Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Free Respec But only stats and talents 1.7.4Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats and talents freely at any time. based on Free Respec by youhei, which is based on Full Respecialization by Time to Die. Weight: 100 Superload: | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Writhing One | 
| Level / Exp | 10 / 77% | 
| Size | medium | 
| Lifes / Deaths | Killed by Gunsnake at level 8 on the 1st Mirth 122nd year of Ascendancy at 19:300 / 4 Killed by Gunsnake at level 8 on the 1st Mirth 122nd year of Ascendancy at 20:07 Killed by devourer at level 10 on the 9th Dusk 122nd year of Ascendancy at 05:52 Killed by Glina the cave bear at level 10 on the 9th Dusk 122nd year of Ascendancy at 09:15 | 
Primary Stats
| Strength | 16 (base 16) | 
| Dexterity | 10 (base 10) | 
| Constitution | 19 (base 19) | 
| Magic | 34 (base 34) | 
| Willpower | 10 (base 10) | 
| Cunning | 15 (base 10) | 
Resources
| Life | 292/292 | 
| Insanity | 0/100 | 
| Healing Factor | 1.2791723257555 | 
| Regeneration | 1.0872964768922 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +22.60995032651% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 6 | 
| See Stealth | 30.004149834542 | 
| See Invisible | 30.004149834542 | 
Offense: Mainhand
| Damage | 27 | 
| Accuracy | 40 | 
| Crit Chance | 3% | 
| APR | 4 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 33 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 16 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +2% | 
| Light | +10% | 
| Darkness | +3% | 
| Blight | +9% | 
| Arcane | +2% | 
| Acid | +3% | 
| All | 0% | 
Offense: Damage Penetration
| Fire | +5% | 
Defense: Base
| Armour (hardiness) | 16 (30%) | 
| Defense | 7 | 
| Ranged Defense | 7 | 
| Fatigue | 13 | 
| Physical Save | 18 | 
| Spell Save | 15 | 
| Mental Save | 13 | 
Defense: Resistances
| Acid | + 8%( 70%) | 
| Blight | + 9%( 70%) | 
| Physical | + 17%( 70%) | 
| Cold | + 9%( 70%) | 
| All | + 3%( 70%) | 
| Lightning | + 8%( 70%) | 
| Light | + 35%( 70%) | 
| Fire | + 37%( 70%) | 
| Nature | + 6%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
| Runes | Effective talent level: 1.0Rune: Prismatic Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 3 nature, 4 temporal | 
Class Talents
| Demented / Friend of the worm | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Horrific body | 1.30 | 
| 
 | 3/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Controlled horrors | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Tentacles | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Path of horror | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Demented / Disfigured face | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Demented / Beyond sanity | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
| talent | Chaos Orbs | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lone alchemist (level 2 of Ruins of Kor'Pul) As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Trollmire.Escort: repented thief (level 2 of Trollmire) As a reward you improved Cunning by +5. | done | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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 greater demon bile. Don't drink it, even if it tells you to.' | active | 
| A huge mindless and corrupted worm is heading toward Kroshkkur!The Worm That Devours It has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet |  pair of rough leather boots 'Dayraider' (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Damage +3% blight defense ------ Armor +1 Resistance +6% blight +3% light A pair of boots made of leather. | 
| On hands |  aetheric iron gauntlets (0 def, 1 armour) 1.5 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ On-Hit 3 arcane 3 lightning Damage +2% arcane +2% lightning defense ------ Armor +1 Fatigue +1% Mind save +5 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| On head |  miner's iron helm (0 def, 4 armour) 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  evasive elm wand of conjuration [power 105]  (15 cooldown) 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 fire damage Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| Around waist |  hardened leather belt 'Cutharuiromirak' 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Power +7 (+3 eff.) Damage +6% blight defense ------ Resistance +5% acid +6% fire +5% lightning +6% cold Physical save +6 (+4 eff.) Life Regen +0.60 Healmod +10% A belt that goes around your waist. | 
| Main armor |  Lisebretha the Ravengrit (6 def, 10 armour) 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +1.0% Mind Crit +1% Critical power +16.00% Physical Power +2 (+1 eff.) Mindpower +3 (+3 eff.) On-Hit 5 fire On-Ranged-Hit 6 fire Damage +3% darkness Accuracy +10 (+4 eff.) Ignore Armor +2 defense ------ Armor +10 Defense +6 (+6 eff.) Fatigue +7% Resistance +29% fire +14% physical A suit of armour made of leather. | 
| In main hand |  Emelomirewen the Pyrelace (17-24 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Damage +3% acid Ignore resists +5% fire When Hit 10 fire On-Hit (Melee): * 10% chance to slow global speed by 36% defense ------ Resistance +3% nature Blunt and deadly. | 
| Cloak |  linen cloak (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Light source |  Summertide Phial 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
Inventory
|  healing infusion of the warrior (heal 73; cd 12) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  regeneration infusion of the warrior (heal 152; 16 cd) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions | 
|  cleansing copper amulet 0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +11% nature +10% blight Poison Resist +21% Disease Resist +20% Amulets make your neck look great! | 
|  a necklace with fangs 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown | 
|  a necklace with fangs 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown | 
|  Kor's Fall (10-12 power, 0 apr, darkness element) 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 105.30 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% (211). 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. | 
|  iron longsword (12-17 power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. | 
|  iron longsword of paradox (11-15 power, 2 apr) 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 temporal While equipped: defense ------ Resistance +5% temporal Sharp, long, and deadly. | 
|  arcing iron dagger of massacre (16-20 power, 5 apr) 1.0 Encumbrance T1 dagger 1H weapon Reqs Dex 11 [Ego] Arcane/Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Sharp, short and deadly. | 
|  Coral Spray (8 def, 8 armour, 48 block) 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+8 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  Rags of the Sanctuary of lightning (+18%) (0 def, 0 armour) 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: offense ------ Damage +12% lightning defense ------ Resistance +18% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  iron mail armour (2 def, 4 armour) 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. | 
|  pair of rough leather boots (0 def, 1 armour) 2.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +1 A pair of boots made of leather. | 
|  rough leather gloves of strength (+2) (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  agate 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  spinel 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  5 ametrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 citrine 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 zircon 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  opal 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  80 alchemist agate 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Automated Portable Extractor 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. | 
|  Prismnail the iron pickaxe (dig speed 35 turns) 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature +3% light Ignore resists +15% arcane defense ------ Resistance +11% nature +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe (dig speed 38 turns) 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  elm wand of shielding 'Undeathbone' [power 122]  (20 cooldown) 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +2 Wil offense ------ Critical power +5.00% When Hit 6 nature other ------- Max hate +2.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Ilsea the Cornac Writhing One level 10
6th Dusk 122nd year of Ascendancy at 00:21 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Ilsea the Cornac Writhing One level 10
6th Dusk 122nd year of Ascendancy at 00:22 see stats
 The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Adventure) difficulty)
			Discovered the truth about mages.By Ilsea the Cornac Writhing One level 9
4th Mirth 122nd year of Ascendancy at 13:46 see stats
Log
You gain 1.36 gold from the melting of vined mindstar of resolve (6-6 power, 18 apr, mind damage).
You collect a new ingredient: stack of herbs (viperweed) (1).
You gain 1.96 gold from the melting of blooming mossy mindstar of life (3-3 power, 12 apr, nature damage).
You collect a new ingredient: lump of steel (1).
You gain 4.40 gold from the melting of warbringer's steel dagger (12-16 power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 1.49 gold from the melting of steel dagger of erosion (12-15 power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.67 gold from the melting of chilling steel dagger of phasing (14-18 power, 14 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.45 gold from the melting of iron dagger of massacre (16-21 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.25 gold from the melting of iron dagger (10-14 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.25 gold from the melting of fractal iron dagger (10-14 power, 5 apr).
You collect a new ingredient: lump of iron (1).
You gain 1.44 gold from the melting of slime-covered iron waraxe of massacre (16-23 power, 2 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 2.75 gold from the melting of tranquil dwarven-steel greatsword (39-62 power, 2 apr).
You collect a new ingredient: lump of iron (1).
You gain 0.45 gold from the melting of iron greatsword of massacre (26-42 power, 1 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.45 gold from the melting of frightening iron greatsword of massacre (24-39 power, 1 apr).
You gain 9.74 gold from the melting of ash magestaff 'Naturerupture' (18-22 power, 3 apr, arcane element).
You gain 1.24 gold from the melting of potent elm vilestaff (13-16 power, 2 apr, fire element).
You gain 2.69 gold from the melting of potent elm magestaff of warding (13-16 power, 2 apr, cold element).
You gain 2.19 gold from the melting of cruel elm magestaff (10-12 power, 2 apr, lightning element).
You gain 1.65 gold from the melting of shielding rune of the wizard (absorb 152; dur 3; cd 14).
You gain 0.55 gold from the melting of shatter afflictions rune (absorb 20; cd 13).
There is a ladder to the previous level here (press '' or right click to use).













































