Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 | 
| Addons | The Ruined 1.4.9Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.4.8Donators/Buyers bonus! Adjustable Levelup 1.4.9Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Embers of Rage 1.4.4Official 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:
 White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Ghoul | 
| Class | Marauder | 
| Level / Exp | 30 / 12% | 
| Size | big | 
| Lifes / Deaths | Killed by Poroyalaith the brown bear at level 10 on the 2nd Dusk 122nd year of Ascendancy at 03:28 9 / 2Killed by Elimirevena the ogre mauler at level 29 on the 12nd Dusk 122nd year of Ascendancy at 03:36  | 
Primary Stats
| Strength | 143 (base 60) | 
| Dexterity | 77 (base 60) | 
| Constitution | 96 (base 60) | 
| Magic | 17 (base 17) | 
| Willpower | 39 (base 30) | 
| Cunning | 89 (base 60) | 
Resources
| Life | 1536/1536 | 
| Stamina | 210/210 | 
| Paradox | 300 | 
| Healing Factor | 1.32 | 
| Regeneration | 21.912 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +42.482048821305% | 
| Spell | 0% | 
| Global | +80% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
| Infravision | 10 | 
| See Stealth | 5 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 138 | 
| Accuracy | 67 | 
| Crit Chance | 44% | 
| APR | 55 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 112 | 
| Accuracy | 67 | 
| Crit Chance | 45% | 
| APR | 56 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 21 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 42 | 
| Crit Chance | 25% | 
| Speed | 1 | 
Offense: Damage Bonus
| All | 0% | 
Defense: Base
| Armour (hardiness) | 38.8 (92%) | 
| Defense | 46 | 
| Ranged Defense | 46 | 
| Fatigue | 0 | 
| Physical Save | 64 | 
| Spell Save | 41 | 
| Mental Save | 48 | 
Defense: Resistances
| All | + 15%( 70%) | 
Defense: Immunities
| Pinning Resistance | 90% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 57% | 
| Fear Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 90% | 
| Stun Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 44.80 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 130 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.  | 
Class Talents
| Cunning / Tactical | 1.20 | 
  | 3/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Bloodthirst | 1.10 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Steamtech / Butchery | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Battle machinery | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Battlefield management | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Sawmaiming | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Poisons | 0.90 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Combat veteran | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
| Technique / Dual techniques | 1.20 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual weapons | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Chronomancy / Chronomancy | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Undead / Ghoul | 1.10 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.60 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
| Steamtech / Engineering | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Steamtech / Blacksmith | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Steamtech / Chemistry | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Steamtech / Physics | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Field control | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Conditioning | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Thuggery | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Daunting Presence | 
| talent | Exploit Weakness | 
| talent | Numbing Poison | 
| talent | Crippling Poison | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception | 
| beneficial effect | Parrying melee attacks: Has a 17% chance to deflect up to 11 damage from the next 2.1 attack(s). Parrying | 
| beneficial effect | Countering melee attacks: Has a 53% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking | 
Quests
Escort the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest) | active | 
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Old Forest) | failed | 
You failed to protect the lost tinker from death by war hound. Escort: lost tinker (level 1 of Old Forest) | failed | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble.  | done | 
Equipment
| On feet | Barutohek (0 def, 3 armour) Barutohek (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +2 Str / +3 Cun / +3 Con Changes resistances: +9% fire Physical save: +13 (+4 eff.) Mental save: +13 (+5 eff.) Poison immunity: +10% Movement speed: +20% It can be used to activate talent Rush, placing all other charms into a 13 cooldown : Effective talent level: 1.3 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather.  | 
| Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +5 See invisible: +6 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 | Demonbone the dwarven-steel helm (0 def, 4 armour) Demonbone the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +7 Str / +7 Dex Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +6% mind Skullcracker multiplicator: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| Tool | The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own.  | 
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| On fingers | gold ring 'Lightqueen' gold ring 'Lightqueen'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Wil Changes resistances: +6% temporal / +6% fire Mental save: +8 (+3 eff.) Light radius: +2 Rings can have magical properties.  | 
| Around neck | Zanelaleg the gold amulet Zanelaleg the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +3% cold / +3% nature / +5% arcane Life regen: +0.70 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties.  | 
| In main hand | flaming steel dagger of massacre (20-26 power, 6 apr) flaming steel dagger of massacre (20-26 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly.  | 
| On hands | Betiba the Glittermaim (0 def, 2 armour) Betiba the Glittermaim (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 12 fire Changes stats: +4 Str / +4 Dex / +4 Cun Changes damage: +6% light Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+2 eff.) When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +9 Physical crit. chance: +17.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 3). Damage (Melee): +4 blight Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 light Metal gloves protecting the hands up to the middle of the lower arm.  | 
| In off hand | dwarven-steel dagger 'Scaldtooth' (16-20.8 power, 7 apr) dwarven-steel dagger 'Scaldtooth' (16-20.8 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 9% chance to corrode armour Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +8% acid Changes damage: +12% fire Life regen: +2.00 Sharp, short and deadly.  | 
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric.  | 
| Main armor | Cracklesorrow (11 def, 13 armour) Cracklesorrow (11 def, 13 armour)Requires: - Strength 28 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +11 (+3 eff.) Fatigue: +16% Effects on melee hit: * 40% chance to daze Changes stats: +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +15% lightning Changes damage: +9% darkness Mental save: +15 (+5 eff.) A suit of armour made of mail.  | 
Inventory
warrior's copper amulet of mastery (0.14 Steamtech / Battlefield management) warrior's copper amulet of mastery (0.14 Steamtech / Battlefield management)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.14 Steamtech / Battlefield management Stamina each turn: +0.30 Amulets can have magical properties.  | 
psionicist's steel ring of light (+20%) psionicist's steel ring of light (+20%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% light Changes damage: +10% light Mental save: +4 (+2 eff.) Rings can have magical properties.  | 
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties.  | 
arcing iron dagger (10.5-13.65 power, 5 apr) arcing iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +6 lightning Sharp, short and deadly.  | 
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
Islunn the iron gauntlets (0 def, 1 armour) Islunn the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Dex Maximum encumbrance: +20 Physical save: +20 (+5 eff.) Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm.  | 
rough leather cap of dexterity (+2) (0 def, 1 armour) rough leather cap of dexterity (+2) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather.  | 
spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical A suit of armour made of metal plates.  | 
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
266 alchemist agate 266 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
miner's iron pickaxe (dig speed 31 turns) miner's iron pickaxe (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 101 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 Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
15 citrine 15 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
Achievements
			Fear me not!
			Survived the Fearscape!By Mandur the Ghoul Marauder level 18
9th Dusk 122nd year of Ascendancy at 09:22 see stats
			Level 10
			Got a character to level 10.By Mandur the Ghoul Marauder level 10
1st Dusk 122nd year of Ascendancy at 21:29 see stats
			Level 20
			Got a character to level 20.By Mandur the Ghoul Marauder level 20
9th Dusk 122nd year of Ascendancy at 21:37 see stats
			Level 30
			Got a character to level 30.By Mandur the Ghoul Marauder level 30
13rd Dusk 122nd year of Ascendancy at 23:24 see stats
			Size matters
			Did over 600 damage in one attack.By Mandur the Ghoul Marauder level 28
11st Dusk 122nd year of Ascendancy at 04:02 see stats
			The Arena
			Unlocked Arena mode.By Mandur the Ghoul Marauder level 8
6th Flare 122nd year of Ascendancy at 20:02 see stats
			Treasure Hunter
			Amassed 1000 gold pieces.By Mandur the Ghoul Marauder level 20
11st Dusk 122nd year of Ascendancy at 03:30 see stats
Log
You gain 0.70 gold from the transmogrification of steel greatmaul of massacre (36-54 power, 2 apr).
You gain 8.41 gold from the transmogrification of steel greatmaul 'Sulfurreign' (25.5-38.25 power, 2 apr).
You gain 20.52 gold from the transmogrification of iron greatmaul 'Erelithel' (20-30 power, 1 apr).
You gain 1.44 gold from the transmogrification of acidic steel greatmaul of massacre (39.5-59.25 power, 2 apr).
You gain 3.00 gold from the transmogrification of hateful steel dagger of erosion (12-15.6 power, 6 apr).
You gain 2.25 gold from the transmogrification of flaming iron dagger of daylight (10-13 power, 5 apr).
You gain 3.27 gold from the transmogrification of chilling steel dagger of paradox (11.5-14.95 power, 6 apr).
You gain 6.16 gold from the transmogrification of Beladustir the Brightjam (11-14.3 power, 6 apr).
You gain 1.91 gold from the transmogrification of steel battleaxe of erosion (18-27 power, 2 apr).
You gain 13.18 gold from the transmogrification of steel battleaxe 'Ravenpunish' (23-34.5 power, 2 apr).
You gain 2.33 gold from the transmogrification of iron battleaxe of paradox (14-21 power, 1 apr).
You gain 3.12 gold from the transmogrification of flaming steel battleaxe of daylight (18-27 power, 2 apr).
You gain 1.35 gold from the transmogrification of chilling steel battleaxe (18.5-27.75 power, 2 apr).
You gain 3.38 gold from the transmogrification of balanced steel battleaxe of massacre (32.5-48.75 power, 2 apr).
You gain 10.62 gold from the transmogrification of Duskvortex the steel battleaxe (21-31.5 power, 2 apr).
You gain 20.00 gold from the transmogrification of Drake's Bane (52-78 power, 21 apr).
You gain 5.63 gold from the transmogrification of Tarrintir the steel ring.
You gain 7.36 gold from the transmogrification of Abysslord.
You gain 10.03 gold from the transmogrification of steel amulet 'Infernoknight'.
You gain 9.63 gold from the transmogrification of Venombutcher.
You gain 1.03 gold from the transmogrification of teleportation rune of the duelist (range 97).
You gain 1.65 gold from the transmogrification of shielding rune of the wizard (absorb 101 for 4 turns).
You gain 1.09 gold from the transmogrification of manasurge rune of the psychic (814% regen over 10 turns; 41 instant mana).
There is a way to the previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Mandur deactivates Crippling Poison.
Mandur deactivates Numbing Poison.
Mandur deactivates Exploit Weakness.
Mandur deactivates Daunting Presence.
