










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | 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. 
 
 
 
 
 
 
 
 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:
 Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Enhanced Object Compare 1.7.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Female | 
| Race | Thalore | 
| Class | Archer | 
| Level / Exp | 13 / 98% | 
| Size | medium | 
| Lifes / Deaths | Killed by corrupted forest wight at level 13 on the 10th Mirth 122nd year of Ascendancy at 21:182 / 2 Killed by corrupted forest wight at level 13 on the 1st Summertide 122nd year of Ascendancy at 00:04 | 
Primary Stats
| Strength | 15 (base 12) | 
| Dexterity | 51 (base 39) | 
| Constitution | 29 (base 25) | 
| Magic | 11 (base 10) | 
| Willpower | 15 (base 10) | 
| Cunning | 15 (base 12) | 
Resources
| Life | 478/478 | 
| Stamina | 192/192 | 
| Healing Factor | 1.3024687383468 | 
| Regeneration | 0.32561718458669 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 18.097534654637 | 
| See Invisible | 18.097534654637 | 
Offense: Mainhand
| Damage | 55 | 
| Accuracy | 53 | 
| Crit Chance | 18% | 
| APR | 5 | 
| Speed | 0.95 | 
Offense: Spell
| Spellpower | 11 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22 | 
| Crit Chance | 6% | 
| Speed | 1 | 
Offense: Damage Bonus
| Mind | +5% | 
| Physical | +16% | 
| Light | +6% | 
| Nature | +20% | 
Offense: Damage Penetration
| Acid | +5% | 
| Mind | +10% | 
| Physical | +10% | 
| Cold | +15% | 
| Nature | +10% | 
Defense: Base
| Armour (hardiness) | 23 (69.687909656376%) | 
| Defense | 57 | 
| Ranged Defense | 57 | 
| Fatigue | 0 | 
| Physical Save | 25 | 
| Spell Save | 9 | 
| Mental Save | 15 | 
Defense: Resistances
| Lightning | + 21%( 70%) | 
| Acid | + 26%( 70%) | 
| Light | + 16%( 70%) | 
| Nature | + 32%( 70%) | 
| Darkness | + 16%( 70%) | 
| Physical | + 29%( 70%) | 
| Cold | + 21%( 70%) | 
| All | + 13%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Disarm Resistance | 22% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 150 life over 5 turns. Its effects scale with your Magic stat. | 
| 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. | 
Class Talents
| Technique / Combat techniques | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Sniper | 1.30 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery training | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Archery prowess | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Marksmanship | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Combat training | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| beneficial effect | Increases defense by 22.Mobile Defense | 
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| You failed to protect the injured seer from death by ritch flamespitter.Escort: injured seer (level 2 of Heart of the Gloom) | failed | 
| You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom.Escort: repented thief (level 1 of Heart of the Gloom) As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 | 
| 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 |  Taintstrider the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% nature ----- def ----- Armour +1 Resists +9% lightning Crit.chn- 10.00% ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. | 
| Quiver |  barbed quiver of elm arrows (9/13, 24-33 power, 5 apr) 3.0 T1 arrow ammo [Ego+] Master Power 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 13 On Crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. | 
| Light source |  Dusktooth 2.0 T1 lite [Rare] Master While equipped: Stats +4 Dex ----- def ----- Resists +3% darkness ---------- misc Light +5 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. | 
| On head |  Xanoma (0 def, 7 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +7 Fatigue +1% Resists +3% light Max.HP +60.00 Heal.mod +15% A cap made of leather. | 
| Tool |  Ivemira [power 128]  (16/20 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% physical ----- def ----- Die.at -60.00 life ---------- misc Stam/turn +2.00 Create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| On fingers |  marksman's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! | 
| On fingers |  mule's copper ring of nature (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -4% Resists +22% nature ---------- misc Max.enc +22 Rings make your fingers look great! | 
| Around waist |  rough leather belt 'Rainblack' 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% acid +15% cold On Hit (Melee): * 20% chance to reduce armor by 16% ----- def ----- Resists +9% cold Max.HP +30.00 A belt that goes around your waist. | 
| In main hand |  Surefire 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. | 
| On hands |  steady rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+5 eff.) Disarm- +22% 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 |  Robe of Force (12 def, 8 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 23.20 to 29.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. | 
| Cloak |  Emima the Prismmark (6 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Dmg.mod +6% light Melee Ret 2 light ----- def ----- Defense +6 (+2 eff.) Max.HP +32.00 ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Balusaroddavor the copper amulet 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Mag dps ---------- Melee Ret 2 physical ----- def ----- Armour +6 Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! | 
Inventory
|  regeneration infusion of the warrior (heal 152; 14 cd) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous 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 | 
|  Blood of Undeath 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. | 
|  shatter afflictions rune (absorb 25; cd 18) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 25 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shielding rune (absorb 69; dur 4; cd 16) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 69 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Nightquell the iron greatsword (24-39 power, 1 apr) 3.0 T1 greatsword 2H weapon [Rare] Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +12 darkness While equipped: Stats +1 Dex +4 Con dps ---------- Mind.crit +1% ----- def ----- Crit.chn- 5.00% Massive two-handed swords. | 
|  elm longbow 'Aerilathafast' 4.0 T1 longbow 2H weapon [Rare] Disrupt Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +1 Cun +1 Str dps ---------- Res.pen +15% mind ----- def ----- Resists +11% acid +12% lightning +12% cold +11% fire +5% all Spell.save +9 (+9 eff.) ---------- misc See.Invis +9 Longbows are used to shoot arrows at your foes. | 
|  mossy mindstar (2-3 power, 12 apr, mind damage) 3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Siloridhewe the Eclipsemistress (12-18 power, 4 apr) 3.0 T1 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 physical On Hit: * 20% chance to reduce damage dealt by 13% While equipped: dps ---------- Res.pen +6% physical Acc +8 (+3 eff.) Apr +5 ---------- misc Stam/turn +3.00 One-handed war axes. | 
|  cleansing rough leather belt of transcendence 1.0 T1 belt armor [Ego] Disrupt/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +5% acid +6% blight Phys.save +6 (+3 eff.) A belt that goes around your waist. | 
|  Polavena (31 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str ----- def ----- Armour +6 Defense +31 (+8 eff.) Resists +3% acid +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Zorahek (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +6% blight +3% acid ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. | 
|  pair of rough leather boots 'Mardurab' (15 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +6 Lck ----- def ----- Armour +1 Defense +15 (+4 eff.) Resists +3% physical Phys.save +3 (+2 eff.) Stealth +6 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +2 A pair of boots made of leather. | 
|  Kindleire the rough leather cap (5 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +1 Defense +5 (+1 eff.) Fatigue +1% Resists +6% fire +15% cold ---------- misc Light +1 A cap made of leather. | 
|  Arywe the Loamjeer (5 def, 4 armour) 9.0 T1 light armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Mag +3 Cun dps ---------- Phys.crit +1.0% Crit.mult +15.00% Res.pen +10% nature Acc +5 (+2 eff.) ----- def ----- Armour +4 Defense +5 (+1 eff.) Fatigue +6% ---------- misc Max.stam +10.00 A suit of armour made of leather. | 
|  5 agate 0.0 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. | 
|  109 alchemist agate 0.0 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. | 
|  opal 0.0 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. | 
|  4 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 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. | 
|  Eye of the Dreaming One 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (1/1) 2.0 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. | 
|  Transmogrification Chest 2.0 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. | 
|  iron torque of gale force [power 105]  (16/15 cooldown) 2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 122 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  5 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  5 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By Legolass the Thalore Archer level 10
5th Mirth 122nd year of Ascendancy at 18:15 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By Legolass the Thalore Archer level 8
3rd Mirth 122nd year of Ascendancy at 04:20 see stats
Log
Rain of Fire hits Legolass for (7 absorbed), 5 physical, 14 fire (19 total damage).
Legolass is dazed!
Legolass is not dazed anymore.
Decrepitude Disease from Corrupted forest wight hits Legolass for 7 blight damage.
Legolass burns with dark flames.
Today is the 1st Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Bone Spike hits Legolass for 14 physical damage.
Something hits Legolass for 86 blight damage.
Rain of Fire hits Legolass for 12 physical, 14 fire (26 total damage).
Legolass feels pain again.
Only Ashes Left from Corrupted forest wight hits Legolass for 16 darkness damage.
Decrepitude Disease from Corrupted forest wight hits Legolass for 7 blight damage.
Something hits Legolass for 29 fire damage.
Bone Spike hits Legolass for 16 physical damage.
Rain of Fire hits Legolass for 14 physical, 17 fire (30 total damage).
Talent Scatter Shot is ready to use.
Talent Infusion: Regeneration is ready to use.
Only Ashes Left from Corrupted forest wight hits Legolass for 19 darkness damage.
Decrepitude Disease from Corrupted forest wight hits Legolass for 8 blight damage.
Bone Spike hits Legolass for 16 physical damage.
Rain of Fire hits Legolass for 14 physical damage.
Legolass the level 13 thalore archer was skewered to death by corrupted forest wight on level 3 of Ruins of Kor'Pul.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Rain of Fire killed Legolass!
Saving game...
Saving done.



















































