
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Items Vault 1.7.0Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
 Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Better Item Description 1.7.2This 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 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:
 Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison.  Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other 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 | Insane Roguelike | 
| Sex | Male | 
| Race | Krog | 
| Class | Oozemancer | 
| Level / Exp | 19 / 31% | 
| Size | big | 
| Lifes / Deaths | no deaths recorded  / 0 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 28 (base 10) | 
| Dexterity | 10 (base 10) | 
| Constitution | 23 (base 10) | 
| Magic | 8 (base 10) | 
| Willpower | 59 (base 47) | 
| Cunning | 49 (base 39) | 
Resources
| Life | 584/584 | 
| Equilibrium | 31 | 
| Healing Factor | 1.4499022211821 | 
| Regeneration | 5.8721039957875 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 6 | 
| Infravision | 5 | 
| See Stealth | 33.294708266768 | 
| See Invisible | 33.294708266768 | 
Offense: Mainhand
| Damage | 56 | 
| Accuracy | 41 | 
| Crit Chance | 25% | 
| APR | 33 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 58 | 
| Accuracy | 41 | 
| Crit Chance | 25% | 
| APR | 30 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 4 | 
| Crit Chance | 14% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 56 | 
| Crit Chance | 36% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +10% | 
| Nature | +20% | 
| Fire | +9% | 
| Mind | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Mind | +10% | 
Defense: Base
| Armour (hardiness) | 16 (30%) | 
| Defense | 36 | 
| Ranged Defense | 36 | 
| Fatigue | 0 | 
| Physical Save | 18 | 
| Spell Save | 22 | 
| Mental Save | 34 | 
Defense: Resistances
| Acid | + 25%( 70%) | 
| Blight | + 20%( 70%) | 
| Arcane | + 12%( 70%) | 
| Cold | + 12%( 70%) | 
| All | + 12%( 70%) | 
| Darkness | + 21%( 70%) | 
| Light | + 24%( 70%) | 
| Physical | + 18%( 70%) | 
| Lightning | + 12%( 70%) | 
| Fire | + 56%( 70%) | 
| Nature | + 39%( 70%) | 
Defense: Immunities
| Stun Resistance | 70% | 
| Confusion Resistance | 14% | 
| Poison Resistance | 92% | 
| Blind Resistance | 74% | 
| Disarm Resistance | 44% | 
| Bleed Resistance | 42% | 
| Teleport Resistance | 20% | 
| Pinning Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 40% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 198 life over 5 turns. Its effects scale with your Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% 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.  | 
Class Talents
| Wild-gift / Oozing blades | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Moss | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Mucus | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Ooze | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 3/5 | 
  | 2/5 | 
| Wild-gift / Slime | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Mindstar mastery | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Antimagic | 1.50 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Krog | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
| talent | Psiblades | 
| talent | Mitosis | 
| talent | Acidic Skin | 
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You have 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 | 
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population.  | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.'  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died.  | done | 
Equipment
| On feet |  Lustrenull (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +4 Str dps ---------- Phys.crit +5.0% Mind.crit +4% Phys.pwr +4 (+1 eff.) Mind.pwr +20 (+6 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Crit.dmg- 10.00% ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  alchemist's lamp 'Lisimina'1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +6% Crit.mult +5.00% Res.pen +10% mind Acc +10 (+6 eff.) ----- def ----- Defense +10 (+5 eff.) Max.HP +50.00 ---------- misc Equi/ret +0.08 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  iron helm 'Eilinukira' (20 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +20 (+8 eff.) Fatigue +5% Resists +3% fire Max.HP +60.00 Blind- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Islabeth the iron gauntlets (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Crit.mult +15.00% Apr +2 ----- def ----- Armour +1 Defense +15 (+6 eff.) Fatigue +1% Resists +1% physical Disarm- +24% ---------- misc Max.stam +10.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
| Tool |  Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +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.  | 
| On fingers |  warrior's steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% nature ----- def ----- Armour +4 Resists +20% nature Rings make your fingers look great!  | 
| On fingers |  Faloyanik the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Str +1 Dex +3 Cun +8 Con dps ---------- Phys.pwr +5 (+2 eff.) Rings make your fingers look great!  | 
| Around neck |  Adenor the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) S.pwr/crit +4 Phasing +10% ----- def ----- Resists +6% physical +14% light +10% darkness Mind.save +5 (+3 eff.) Blind- +22% Confus- +14% ---------- misc Stam/turn +0.40 Amulets make your neck look great!  | 
| In main hand |  Serpent's Glare (91% power, 25 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 86% Wil, 51% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 153.87 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar.  | 
| Around waist |  Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
| In off hand |  Bloomsoul (94% power, 22 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 86% Wil, 51% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +22 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +14 (+5 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 36 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.  | 
| Cloak |  Kindleschism the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Dmg.mod +3% fire ----- def ----- Defense +1 (+1 eff.) Die.at -20.00 life Disarm- +20% Stun/Frz- +10% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Galikalthogas the Brightschism (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +10% acid +6% fire +6% mind On Melee Ret: * 5% chance to slow global speed by 61% * 5 arcane resource burn ----- def ----- Resists +15% acid +9% blight +9% all Mind.save +6 (+3 eff.) Max.HP +47.00 HP.reg +1.80 Heal.mod +14% ---------- misc Psi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Inventory
 Zubomikira the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +1 Mag +5 Wil +1 Con ----- def ----- Resists +5% arcane +11% temporal Pinning- +24% Knockbk- +21% ---------- misc See.Invis +6 Amulets make your neck look great!  | 
 restful steel amulet of magic (+3)0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -6% HP.reg +2.00 Amulets make your neck look great!  | 
 wanderer's steel amulet =3dex=0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +3 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great!  | 
 Elylrathra =1dex=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +2 Con dps ---------- Res.pen +15% acid ----- def ----- Resists +3% acid Mind.save +6 (+3 eff.) Confus- +22% ---------- misc Infravis +3 Rings make your fingers look great!  | 
 Goravon1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +4% physical Phys.save +10 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+5 eff.) Max.HP +40.00 Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist.  | 
 rough leather belt 'Erelegogar' =1dex=1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Crit.mult +5.00% Res.pen +10% physical ----- def ----- Armour +8 Resists +6% fire +3% mind +5% cold Phys.save +9 (+5 eff.) A belt that goes around your waist.  | 
 cashmere cloak 'Toreyanik' (2 def, 0 armour) =3dex=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Acc +20 (+11 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Max.HP +46.00 ---------- misc Max.stam +24.00 Infravis +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+6 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes.  | 
 Ce'Nileda the Tempestmoon (0 def, 1 armour) =4dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +1 Resists +6% darkness +3% cold Phys.save +12 (+7 eff.) Stealth +6 HP.reg +4.00 Pinning- +10% A pair of boots made of leather.  | 
 pair of iron boots 'Branokath' (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Cun +3 Wil ----- def ----- Armour +7 Fatigue +2% Resists +3% blight +3% mind Phys.save +6 (+4 eff.) Spell.save +18 (+9 eff.) Mind.save +6 (+3 eff.) Pinning- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Hailhue (0 def, 3 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature Res.pen +15% cold ----- def ----- Armour +3 Fatigue +1% Resists +3% cold +6% nature +6% light HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 44.86 to 134.58 lightning damage (89.72 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms.  | 
 Durodradar the Shiverwake (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+7 eff.) Res.pen +10% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +15% cold A cap made of leather.  | 
 hardened leather cap 'Unralehell' (0 def, 3 armour) =7str=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +12% temporal Mind.save +3 (+2 eff.) Cut- +20% Pinning- +10% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 72.9 Physical damage. If the attack hits, the target is confused (25% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather.  | 
 rough leather cap 'Scabreaper' (0 def, 3 armour) =7dex=2.0 T1 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +6% nature ----- def ----- Armour +3 Fatigue +1% Crit.dmg- 10.00% ---------- misc Infravis +2 A cap made of leather.  | 
 rough leather armour 'Flashbiter' (31 def, 5 armour) =4dex=9.0 T1 light armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +1 Con dps ---------- Acc +5 (+4 eff.) On Hit (Melee): * 10% chance to slow global speed by 61% ----- def ----- Armour +5 Defense +31 (+12 eff.) Fatigue +6% Resists +3% lightning A suit of armour made of leather.  | 
 rough leather armour of the deep (3 def, 3 armour) =waterbreathing=9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Fatigue +6% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather.  | 
 3 agate0.0 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.  | 
 199 alchemist agate0.0 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.  | 
 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 2 opal0.0 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.  | 
 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 Tedil the dwarven-steel pickaxe (dig speed 15 turns) =4dex=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +5 Mag ----- def ----- Max.HP +28.00 ---------- misc Vim/s.crit +2.00 Max.stam +18.00 Max.vim +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 Poliriwen the brass lantern =6con=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +3 Mag +1 Wil +6 Con ----- def ----- Max.HP +42.00 ---------- misc 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.  | 
 Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(116 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Chest2.0 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.  | 
 Betassra the steel torque of mindblast [power 165]  (13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag +5 Wil ---------- misc Max.mana +20.00 Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers.  | 
 6 ametrine0.0 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.  | 
 3 citrine0.0 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.  | 
 3 zircon0.0 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
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Troll Oozemancer the Krog Oozemancer level 10
10th Mirth 122nd year of Ascendancy at 16:20 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Troll Oozemancer the Krog Oozemancer level 10
10th Mirth 122nd year of Ascendancy at 16:20 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Troll Oozemancer the Krog Oozemancer level 9
3rd Mirth 122nd year of Ascendancy at 08:12 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Troll Oozemancer the Krog Oozemancer level 15
7th Haze 122nd year of Ascendancy at 21:50 see stats
Log
Troll Oozemancer is no longer pinned.
You collect a new ingredient: sandworm tooth (1).
Troll Oozemancer's pinning nature area effect hits Gigantic sandworm tunneler for 20 nature damage.
Troll Oozemancer's pinning nature area effect killed Gigantic sandworm tunneler!
Agony from Nerotha the sandworm hits Troll Oozemancer for 75 mind damage.
The unstable sand tunnel collapses!
Troll Oozemancer is no longer writhing in agony.
Talent Slime Spit is ready to use.
Talent Oozebeam is ready to use.
Troll Oozemancer picks up (d.): Goravon.
Talent Poisonous Spores is ready to use.
Talent Acid Splash is ready to use.
Troll Oozemancer picks up (b.): restful steel amulet of magic (+3).
There is a ladder to the next level here (press '' or right click to use).
Resting starts...
Talent Call of the Ooze is ready to use.
Talent Grasping Moss is ready to use.
Your summoned Troll Oozemancer's mucus ooze disappears.
Your summoned Troll Oozemancer's mucus ooze disappears.
Your summoned Troll Oozemancer's mucus ooze disappears.
Talent Mucus is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
There is a ladder to the next level here (press '' or right click to use).




























































































