










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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. 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:
 Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 Frequently Asked Questions: 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:
 Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected: 
 Chat dialogs currently affected: 
 Chats with NPC portraits added: 
 Frequently Asked Questions: Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers: 
 I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the  Width-variant tiles are not currently supported. --- CHANGELOG: 
 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: 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 | Female | 
| Race | Dwarf | 
| Class | Sun Paladin (Fallen) | 
| Level / Exp | 25 / 59% | 
| Size | medium | 
| Lifes / Deaths | Killed by Xaselle the elven blood mage at level 25 on the 10th Shortage 122nd year of Ascendancy at 00:52/ 1 | 
Primary Stats
| Strength | 69 (base 49) | 
| Dexterity | 9 (base 11) | 
| Constitution | 37 (base 12) | 
| Magic | 69 (base 53) | 
| Willpower | 25 (base 12) | 
| Cunning | 20 (base 10) | 
Resources
| Life | -224/795 | 
| Mana | 199/319 | 
| Hate | 100/100 | 
| Positive | 48/122 | 
| Healing Factor | 1.7041015905905 | 
| Regeneration | 0.42602539764763 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | -1.1102230246252E-14% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 11 | 
| Infravision | 6 | 
Offense: Mainhand
| Damage | 101 | 
| Accuracy | 40 | 
| Crit Chance | 12% | 
| APR | 23 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 44 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 41 | 
| Crit Chance | 11% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +5% | 
| Light | +30% | 
| Temporal | +5% | 
| Cold | +20% | 
| Mind | +17% | 
| Fire | +17% | 
| All | +2% | 
Offense: Damage Penetration
| Physical | +6% | 
| Mind | +10% | 
| Temporal | +15% | 
Defense: Base
| Armour (hardiness) | 57 (96.568973732692%) | 
| Defense | 29 | 
| Ranged Defense | 29 | 
| Fatigue | 15 | 
| Physical Save | 54 | 
| Spell Save | 40 | 
| Mental Save | 40 | 
Defense: Resistances
| Acid | + 16%( 70%) | 
| Blight | + 27%( 70%) | 
| Physical | + 38%( 70%) | 
| Cold | + 61%( 70%) | 
| All | + 6%( 70%) | 
| Darkness | + 18%( 70%) | 
| Light | + 54%( 70%) | 
| Temporal | + 21%( 70%) | 
| Lightning | + 31%( 70%) | 
| Fire | + 56%( 70%) | 
| Nature | + 19%( 70%) | 
Defense: Immunities
| Teleport Resistance | 20% | 
| Pinning Resistance | 31% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 20% | 
| Disarm Resistance | 48% | 
| Stun Resistance | 30% | 
| Poison Resistance | 24% | 
| Knockback Resistance | 72% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 261 damage for 4 turns. Its effects scale with your Magic stat. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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 instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. | 
Class Talents
| Cursed / Gloom | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Celestial / Darkside | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 3/5 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Crimson Templar | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Bloodstained | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Cursed / Hatred | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Celestial / Dirges | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Light | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Prodigies
| 
 | 1/1 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done | 
| Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.And now for a grave | active | 
| You 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 Magic by +5. | done | 
| You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul.Escort: injured seer (level 2 of Ruins of Kor'Pul) As a reward you improved talent Premonition (+1 level(s)). | done | 
| You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara.Escort: lone alchemist (level 2 of Daikara) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire.Escort: lost defiler (level 2 of Trollmire) As a reward you improved Magic by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Old Forest.Escort: repented thief (level 2 of Old Forest) As a reward you improved talent Track (+1 level(s)). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 Fortress With one of the notes there was a small gem that looks like a key. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When 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 Alchemists Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active | 
| You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.The Island of Dread There 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! | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 20 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. * You defeated the Assassin Lord and rescued the lost merchant. He gave you 8 gold and invited you to visit his shop in Last Hope. | done | 
Equipment
| On feet |  Rhoromidur (0 def, 3 armour) =+3= 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil offense ------ Mindpower +3 (+1 eff.) Damage +3% acid Ignore resists +6% physical defense ------ Armor +3 Fatigue +2% Resistance +3% nature +6% fire Mind save +6 (+2 eff.) Unlife -60.00 life Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| 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.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
| On head |  Sungrit (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: offense ------ Critical power +5.00% Mindpower +5 (+2 eff.) Damage +15% light defense ------ Armor +4 Fatigue +4% Resistance +8% lightning +7% temporal +7% fire +7% cold Physical save +19 (+6 eff.) Mind save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Arera the Natureriver (dig speed 19 turns) 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str offense ------ Ignore Armor +7 defense ------ Fatigue -6% Resistance +6% lightning +3% temporal +7% darkness +6% cold +6% light Affinity +15% darkness other ------- Infravision +5 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  Arobrelle the Dawnspitter =blight= 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +3% temporal +15% cold Accuracy +10 (+3 eff.) Ignore Armor +10 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +17 (+9 eff.) Resistance +6% temporal +3% light +8% blight +30% cold +8% nature Poison Resist +24% Disease Resist +15% other ------- Light +2 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 110% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! | 
| On fingers |  Aeraneg 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +10 Con offense ------ Physical Power +15 (+4 eff.) Damage +15% fire defense ------ Resistance +6% blight +30% fire Crit Resistance 10.00% Life +42.00 Healmod +20% Disarm Resist +24% Confus Resist +20% Pinning Resist +31% Knockbk Resist +35% other ------- Psi when Hit +0.04 Rings make your fingers look great! | 
| Around waist |  Chalontir the rough leather belt =blight= 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% defense ------ Armor +2 Resistance +9% blight +3% nature +6% darkness Life +33.00 A belt that goes around your waist. | 
| In main hand |  voratun longsword 'Tidewasp' (40-57 power, 6 apr) 3.0 Encumbrance T5 longsword 1H weapon [Rare] Arcane Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +13 light Damage Against +21% Undead On-Hit, radius 1 +8 cold While equipped: offense ------ Damage +15% mind Ignore resists +10% mind defense ------ Defense +20 (+10 eff.) Healmod +20% Teleport Resist +20% Sharp, long, and deadly. | 
| On hands |  stone warden's hardened leather gloves of strength (+3) (0 def, 10 armour) 1.0 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Str +7 Con offense ------ Physical Power +11 (+3 eff.) defense ------ Armor +10 Hardiness +8% Resistance +7% physical 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. | 
| Main armor |  voratun plate armour 'Samakath' (0 def, 24 armour) 17.0 Encumbrance T5 massive armor [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +15% temporal defense ------ Armor +24 Fatigue +15% Resistance +11% acid +22% physical +10% fire +13% lightning +10% cold Crit Resistance 10.00% Physical save +25 (+8 eff.) Disarm Resist +24% Stun Resist +30% Knockbk Resist +37% other ------- Light +3 Infravision +1 Cooldown Rush -5 A suit of armour made of metal plates. | 
| Cloak |  Lustreroar the elven-silk cloak (3 def, 0 armour) =+7= 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil +5 Cun offense ------ Mind Crit +7% Damage +3% light +3% cold defense ------ Defense +3 (+2 eff.) Resistance +12% light +6% cold Spell save +8 (+3 eff.) Mind save +11 (+3 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  warrior's copper amulet of constitution (+2) 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! | 
Inventory
|  movement infusion of the wizard (speed 630%; cd 8) 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 630% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  stormshield rune of the psychic (threshold 0; blocks 2; dur 4; cd 16) 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 2 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  steel amulet of constitution (+4) 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! | 
|  Torasin the Blastransom 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Con offense ------ Physical Crit +3.0% Damage +6% lightning defense ------ Armor +6 Fatigue -5% other ------- Encumbrance +22 Max stamina +30.00 Rings make your fingers look great! | 
|  warrior's copper ring of blight (+11%) 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% blight defense ------ Armor +6 Resistance +11% blight Rings make your fingers look great! | 
|  Ring of Growth =+4= 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
|  Vargh Redemption =+4= 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.03 cold and 11.08 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. | 
|  marksman's steel ring of fire (+22%) 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% fire Accuracy +6 (+2 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! | 
|  steel ring of lightning (+22%) 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! | 
|  wizard's steel ring of frost (+24%) 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +12% cold defense ------ Resistance +24% cold Spell save +6 (+2 eff.) Rings make your fingers look great! | 
|  gold ring of lightning (+26%) 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +13% lightning defense ------ Resistance +26% lightning Rings make your fingers look great! | 
|  wizard's gold ring of darkness (+24%) 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Spell save +8 (+3 eff.) Rings make your fingers look great! | 
|  Aerathra the Dourorder (57-86 power, 4 apr) 3.0 Encumbrance T5 battleaxe 2H weapon [Rare] Master Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +8 mind While equipped: Stats +4 Mag offense ------ Spell Crit +2% Ignore resists +20% darkness Accuracy +10 (+3 eff.) When Hit 6 mind defense ------ Defense +21 (+11 eff.) Disarm Resist +49% other ------- EQ when Hit +0.08 Massive two-handed battleaxes. | 
|  Starbrawn the iron mace (12-18 power, 2 apr) 3.0 Encumbrance T1 mace 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 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% On-hit +6 light Damage Against +8% Undead While equipped: offense ------ Physical Crit +1.0% Ignore resists +25% light Accuracy +5 (+2 eff.) When Hit 6 mind Blunt and deadly. | 
|  Brenakath (11-15 power, 2 apr) =+2= 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Str +2 Wil offense ------ Spell Crit +1% Critical power +20.00% Damage +6% blight Accuracy +7 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +23% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% One-handed war axes. | 
|  dwarven-steel shield 'Frostswift' (0 def, 6 armour, 72.5 block) 7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 8 lightning Ignore resists +5% mind When Hit 6 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Armor +6 Fatigue +8% Resistance +27% cold other ------- Wards +5 lightning +5 temporal +4 darkness +4 fire +5 nature +4 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. | 
|  enlightening steel mail armour of the deep (2 def, 8 armour) =water= 14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +7% acid +6% cold Mind save +14 (+4 eff.) other ------- Breathe water A suit of armour made of mail. | 
|  Brightswift the steel plate armour (0 def, 9 armour) =+4= 17.0 Encumbrance T2 massive armor [Rare] Psionic While equipped: Stats +9 Cun +4 Wil offense ------ Mind Crit +4% Damage +18% mind +6% fire When Hit 4 fire defense ------ Armor +9 Fatigue +22% Mind save +13 (+4 eff.) other ------- Max psi +30.00 A suit of armour made of metal plates. | 
|  Rope Belt of the Thaloren =+8= 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. | 
|  Scorpionfoe the hardened leather belt =lightning= 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Resistance +8% lightning +8% temporal +15% mind +3% nature A belt that goes around your waist. | 
|  Wrap of Stone (0 def, 0 armour) 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 80.91 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
|  pair of dwarven-steel boots 'Isyrethra' (0 def, 4 armour) =lightning= 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +24% lightning +14% fire +1% physical +9% cold Disease Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Xanulewen the Dazzleblur (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str +4 Dex +3 Mag +7 Wil +4 Con offense ------ Ignore resists +10% light defense ------ Armor +2 Resistance +3% light Crit Resistance 15.00% Disarm Resist +35% other ------- Masteries +0.20 Technique/Grappling 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. | 
|  alchemist's iron gauntlets of the starseeker (0 def, 1 armour) =+2= 1.5 Encumbrance T1 hands armor [Ego++] Arcane While equipped: Stats +4 Mag +2 Wil +1 Cun offense ------ On-Hit 4 acid 4 fire 4 cold 4 lightning defense ------ Armor +1 Fatigue +1% Resistance +6% light +6% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 57.26 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  grounding cashmere wizard hat of lightning (+25%) (2 def, 0 armour) =lightning= 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +12% lightning defense ------ Defense +2 (+1 eff.) Resistance +25% lightning +10% temporal A pointy cloth hat, very wizardly... | 
|  Chalysta (0 def, 3 armour) =+3, blight= 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% blight +6% fire +3% cold Healmod +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  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. | 
|  2 aquamarine 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  lapis lazuli 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  garnet 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Crystal Focus 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  Smearravage =+4= 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +8% mind Ignore resists +5% mind +5% nature On-Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 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. | 
|  Demonic Soul 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
| PlumpkinPlumpkin 15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  Prox's Lucky Halfling Foot 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  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. | 
|  focusing steel torque of psionic shield [power 53]  (11/25 cooldown) 2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
|  Glimmermoon [power 116]  (11/15 cooldown) 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +3% light defense ------ Armor +8 Crit Resistance 5.00% Mind save +6 (+2 eff.) Healmod +10% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. | 
|  Lightbringer's Wand 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 116 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 27/35 This gold-tipped wand shines with an unnatural sheen. | 
Achievements
 A View From The Gallery (Nightmare (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.
			A View From The Gallery (Nightmare (Roguelike) difficulty)
			Briefly lived as a lowly halfling during the time of the Sher'tuls.By Soleil the Dwarf Sun Paladin level 23
43rd Dearth 122nd year of Ascendancy at 16:38 see stats
 Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
			Finish the Plumpkin event.By Soleil the Dwarf Sun Paladin level 25
22nd Loss 122nd year of Ascendancy at 11:42 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Soleil the Dwarf Sun Paladin level 12
17th Profit 122nd year of Ascendancy at 23:21 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Soleil the Dwarf Sun Paladin level 19
25th Wealth 122nd year of Ascendancy at 13:21 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Soleil the Dwarf Sun Paladin level 10
2nd Acquisition 122nd year of Ascendancy at 05:53 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Soleil the Dwarf Sun Paladin level 20
3rd Dearth 122nd year of Ascendancy at 23:27 see stats
 Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.
			Rescuer of the lost (Nightmare (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Soleil the Dwarf Sun Paladin level 20
4th Dearth 122nd year of Ascendancy at 02:02 see stats
 Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Soleil the Dwarf Sun Paladin level 6
18th Voratun 122nd year of Ascendancy at 16:35 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Soleil the Dwarf Sun Paladin level 11
1st Profit 122nd year of Ascendancy at 05:20 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Soleil the Dwarf Sun Paladin level 14
32nd Profit 122nd year of Ascendancy at 09:01 see stats
 Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Nightmare (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Soleil the Dwarf Sun Paladin level 23
44th Dearth 122nd year of Ascendancy at 23:51 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Soleil the Dwarf Sun Paladin level 17
22nd Wealth 122nd year of Ascendancy at 19:47 see stats
Log
Shared Agony hits Elven blood mage for (6 absorbed), 0 blight, (3 absorbed), 0 lightning (0 total damage).
The protective shield of Soleil disappears.
Elven blood mage casts Timeless.
Elven blood mage stops bleeding.
Bleeding from Elven mage hits Elven blood mage for (22 absorbed), 5 physical (5 total damage).
Xaselle the elven blood mage casts Bone Spear.
Your shield crumbles under the damage!
The shield around Soleil crumbles.
Xaselle the elven blood mage hits Soleil for (34 absorbed), 98 physical (98 total damage).
A shield forms around Soleil.
Soleil receives 34 healing from Soleil's healing light area effect.
Soleil speeds up.
Xaselle the elven blood mage casts Soul Rot.
Soleil receives 34 healing from Soleil's healing light area effect.
Soleil casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Your shield crumbles under the damage!
The shield around Soleil crumbles.
Xaselle the elven blood mage's Soul Rot hits Soleil for (69 absorbed), 56 blight (56 total damage).
Soleil's mind surges with critical power!
Talent Blood Rush is ready to use.
Xaselle the elven blood mage casts Blood Spray.
Soleil is afflicted by a rotting disease!
A shield forms around Soleil.
Your shield crumbles under the damage!
The shield around Soleil crumbles.
Xaselle the elven blood mage hits Soleil for (64 absorbed), 59 blight (59 total damage).
Soleil the level 25 dwarf sun paladin was diseased to death by Xaselle the elven blood mage on level 1 of Dark crypt.




























































