









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 | Female | 
| Race | Higher | 
| Class | Archmage | 
| Level / Exp | 22 / 54% | 
| Size | big | 
| Lifes / Deaths | Killed by Assassin Lord at level 22 on the 17th Haze 122nd year of Ascendancy at 19:56  / 1 | 
Primary Stats
| Strength | 11 (base 10) | 
| Dexterity | 13 (base 10) | 
| Constitution | 13 (base 10) | 
| Magic | 67 (base 51) | 
| Willpower | 49 (base 43) | 
| Cunning | 21 (base 11) | 
Resources
| Life | -218/404 | 
| Mana | 71/442 | 
| Healing Factor | 1.2783363011315 | 
| Regeneration | 0.31958407528287 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 6 | 
| Infravision | 3 | 
Offense: Mainhand
| Damage | 26 | 
| Accuracy | 23 | 
| Crit Chance | 6% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 54 | 
| Crit Chance | 38% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +3% | 
| Blight | +5% | 
| Arcane | +22% | 
| Cold | +9% | 
| All | 0% | 
| Lightning | +12% | 
| Mind | +9% | 
| Fire | +21% | 
| Nature | +11% | 
Offense: Damage Penetration
| Blight | +10% | 
| All | 0% | 
Defense: Base
| Armour (hardiness) | 8 (30%) | 
| Defense | 14 | 
| Ranged Defense | 14 | 
| Fatigue | 0 | 
| Physical Save | 14 | 
| Spell Save | 35 | 
| Mental Save | 26 | 
Defense: Resistances
| Acid | + 22%( 70%) | 
| Blight | + 14%( 70%) | 
| Arcane | + 20%( 70%) | 
| Cold | + 12%( 70%) | 
| All | + 9%( 70%) | 
| Lightning | + 14%( 70%) | 
| Light | + 12%( 70%) | 
| Mind | + 22%( 70%) | 
| Nature | + 24%( 70%) | 
Defense: Immunities
| Stun Resistance | 20% | 
| Confusion Resistance | 45% | 
| Poison Resistance | 20% | 
| Blind Resistance | 15% | 
| Silence Resistance | 20% | 
| Pinning Resistance | 22% | 
| Disarm Resistance | 20% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 309 damage for 3 turns. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (57 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat.  | 
Class Talents
| Spell / Arcane | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
| Spell / Phantasm | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Spell / Temporal | 1.30 | 
  | 1/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Wildfire | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Spell / Air | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Water | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Spell / Aegis | 1.30 | 
  | 2/5 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Staff combat | 1.20 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Divination | 1.30 | 
  | 4/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Conveyance | 1.30 | 
  | 4/5 | 
  | 4/5 | 
  | 1/5 | 
  | 0/5 | 
| Race / Higher | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active | 
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5.  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Unflinching Resolve (+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 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 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 | 
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 Shade.  | done | 
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes.  | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw.  | 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 within5 lumberjacks have died.  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | active | 
Equipment
| On feet |  Runoldil the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Resists +6% lightning Crit.dmg- 15.00% Poison- +20% Stun/Frz- +20% ---------- misc Infravis +2 A pair of boots made of leather.  | 
| Light source |  brass lantern 'Belata'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Phys.pwr +5 (+3 eff.) Acc +20 (+10 eff.) ----- def ----- Armour +2 Max.HP +41.00 ---------- misc Hate/m.crit +2.00 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.  | 
| On head |  linen wizard hat 'Butokan' (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Defense +11 (+8 eff.) Resists +16% nature Mind.save +9 (+5 eff.) Die.at -60.00 life Heal.mod +15% Confus- +20% A pointy cloth hat, very wizardly...  | 
| Tool |  focusing dwarven-steel torque of gale force [power 230]  (9/15 cooldown)2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 230 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
| On fingers |  Xigamira the Morningravage0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Fatigue -5% Resists +9% acid +3% mind ---------- misc Max.enc +21 Light +3 Rings make your fingers look great!  | 
| On fingers |  titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+6 eff.) Max.HP +20.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great!  | 
| Around waist |  rough leather belt 'Frozenonslaught'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+2 eff.) ----- def ----- Armour +2 Resists +5% arcane +3% cold Spell.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +10% Silence- +20% ---------- misc Size +1 A belt that goes around your waist.  | 
| In main hand |  Xerawen the ash magestaff (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +14 (+5 eff.) Dmg.mod +6% mind +15% fire Res.pen +10% blight ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.19 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art.  | 
| On hands |  Uluhell the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 acid Dmg.mod +3% acid +3% mind ----- def ----- Armour +1 Resists +5% acid +3% light Die.at -80.00 life 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 |  Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% 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.  | 
| Cloak |  linen cloak 'Tempestvengeance' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +1 Wil dps ---------- Dmg.mod +12% lightning +9% cold ----- def ----- Defense +1 (+1 eff.) Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  clarifying steel amulet of soulsearing0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +8 (+3 eff.) Dmg.mod +5% blight +6% fire ----- def ----- Resists +11% mind Confus- +25% Amulets make your neck look great!  | 
Inventory
 wild infusion of the psychic (res 26%; mental; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 wild infusion of the warrior (res 18%; mental; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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.  | 
 Blood of Undeath0.4 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.  | 
 Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shatter afflictions rune (absorb 40; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 40 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.  | 
 shatter afflictions rune of the psychic (absorb 73; cd 16)0.1 rune scroll [Ego] 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 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 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 clarifying copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great!  | 
 insulating copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great!  | 
 starlit copper amulet of mastery (0.10 Spell / Divination)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +12% light +10% darkness Blind- +20% ---------- misc Masteries +0.10 Spell/Divination Amulets make your neck look great!  | 
 copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great!  | 
 copper ring 'Urthysus'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Res.pen +5% mind ----- def ----- Spell.save +6 (+3 eff.) Blind- +20% Confus- +10% Pinning- +20% Rings make your fingers look great!  | 
 warrior's copper ring of arcana (+0.13/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Silence- +23% ---------- misc Mana/turn +0.13 Rings make your fingers look great!  | 
 wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great!  | 
 Brandschism1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold +3% fire Melee Ret 2 cold ----- def ----- Resists +6% lightning +9% fire Max.HP +33.00 A belt that goes around your waist.  | 
 Salamira the Phoenixbreak1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Res.pen +10% fire Melee Ret 6 mind ----- def ----- Resists +5% lightning +6% temporal ---------- misc Equi/ret +0.28 A belt that goes around your waist.  | 
 Elenykan the Hellhunger (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +15% lightning +12% physical +3% fire Res.pen +15% nature +10% fire ----- def ----- Resists +22% lightning +12% physical +7% blight +3% fire +3% nature +9% all Max.HP +42.00 HP.reg +2.40 Heal.mod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
 Floestrider (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold +12% fire Res.pen +5% acid +25% cold +5% fire ----- def ----- Armour +1 Resists +7% fire +6% cold A pair of boots made of leather.  | 
 rough leather gloves 'Ce'Nulle' (0 def, 3 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +4% blight Res.pen +5% arcane Apr +1 ----- def ----- Armour +3 Resists +6% blight HP.reg +4.00 Cut- +10% Stun/Frz- +20% 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.  | 
 Naturerigor (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +15% nature ----- def ----- Defense +6 (+6 eff.) Resists +3% light +16% fire A pointy cloth hat, very wizardly...  | 
 linen wizard hat 'Bethiba' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +11% temporal ----- def ----- Defense +1 (+1 eff.) Resists +11% temporal +5% arcane +3% cold Silence- +10% Disarm- +20% A pointy cloth hat, very wizardly...  | 
 4 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.  | 
 272 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 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.  | 
 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 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.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 dwarven-steel pickaxe 'Winterwing' (dig speed 20 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +5 Str +2 Mag dps ---------- Spell.crit +6% Dmg.mod +3% darkness +9% cold Res.pen +5% darkness +10% cold Apr +7 ---------- misc Max.mana +35.00 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways.  | 
 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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.  | 
 Burnpunish2.0 T1 lite [Rare] Arcane While equipped: Stats +6 Str +1 Wil dps ---------- Dmg.mod +3% arcane Res.pen +15% fire Melee Ret 11 fire ----- def ----- Resists +6% fire Crit.dmg- 10.00% ---------- misc Light +3 Infravis +1 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.  | 
 Manyldir2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% all Apr +6 On Hit (Melee): * 10 arcane resource burn ----- def ----- Spell.save +9 (+5 eff.) ---------- 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.  | 
 Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% fire +6% cold +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 30.93 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines.  | 
 Scrying Orb1.0 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 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.  | 
 powerful iron torque of clear mind [power 1]  (9/25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
 Kindledare the elm wand of conjuration [power 105]  (9/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light Res.pen +15% light Melee Ret 2 darkness 2 fire ---------- misc Light +1 Fire a magical bolt dealing 127 fire damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 2 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.  | 
 4 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.  | 
 9 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 MelindasRevenge the Higher Archmage level 9
8th Dusk 122nd year of Ascendancy at 19:53 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By MelindasRevenge the Higher Archmage level 10
13rd Dusk 122nd year of Ascendancy at 22:50 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By MelindasRevenge the Higher Archmage level 20
52nd Dusk 122nd year of Ascendancy at 19:41 see stats
			Matrix style! (Insane (Roguelike) difficulty)
			Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By MelindasRevenge the Higher Archmage level 5
74th Pyre 122nd year of Ascendancy at 22:26 see stats
			Orbituary (Insane (Roguelike) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By MelindasRevenge the Higher Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:04 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By MelindasRevenge the Higher Archmage level 21
8th Haze 122nd year of Ascendancy at 23:22 see stats
			That was close (Insane (Roguelike) difficulty)
			Killed your target while having only 1 life left.By MelindasRevenge the Higher Archmage level 12
17th Dusk 122nd year of Ascendancy at 06:12 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By MelindasRevenge the Higher Archmage level 9
2nd Mirth 122nd year of Ascendancy at 15:17 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By MelindasRevenge the Higher Archmage level 17
36th Dusk 122nd year of Ascendancy at 06:53 see stats
Log
Assassin Lord hits MelindasRevenge for 70 physical, 6 darkness, (20 ignored), 0 darkness, 53 physical, 20 darkness (149 total damage).
MelindasRevenge's cleansing fire area effect killed Shadowblade!
Acid Splash from Shadowblade hits MelindasRevenge for 2 acid damage.
Deadly Poison from Assassin Lord hits MelindasRevenge for 19 nature damage.
Burning from MelindasRevenge hits Assassin Lord for 12 fire damage.
Assassin Lord uses Disengage.
Assassin Lord is moving at extreme speed!
LIFE LOST WARNING!
MelindasRevenge's cleansing fire area effect hits MelindasRevenge for 19 fire damage.
MelindasRevenge's cleansing fire area effect hits Assassin Lord for 19 fire damage.
MelindasRevenge's arcane area effect hits Assassin Lord for 115 arcane damage.
MelindasRevenge casts Arcane Reconstruction.
MelindasRevenge receives 186 healing.
Talent Temporal Shield is ready to use.
Talent Displacement Shield is ready to use.
Acid Splash from Shadowblade hits MelindasRevenge for 2 acid damage.
Deadly Poison from Assassin Lord hits MelindasRevenge for (19 ignored), 0 nature (0 total damage).
Assassin Lord stops burning.
MelindasRevenge's arcane area effect hits Shadowblade for 106 arcane damage.
MelindasRevenge's arcane area effect hits Assassin Lord for 115 arcane damage.
MelindasRevenge's cleansing fire area effect hits MelindasRevenge for 19 fire damage.
MelindasRevenge's cleansing fire area effect hits Assassin Lord for 19 fire damage.
MelindasRevenge's cleansing fire area effect hits Shadowblade for 18 fire damage.
Assassin Lord slows down.
Assassin Lord performs a melee critical strike against MelindasRevenge!
Assassin Lord performs a melee critical strike against MelindasRevenge!
Melee retaliation hits Assassin Lord for 1 mind, 1 mind (2 total damage).
Assassin Lord hits MelindasRevenge for 101 physical, 6 darkness, 20 darkness, 54 physical, 20 darkness (201 total damage).
MelindasRevenge the level 22 higher archmage was darkened to death by Assassin Lord on level 2 of Unknown tunnels.



































































































