










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 | Thalore | 
| Class | Wyrmic | 
| Level / Exp | 27 / 10% | 
| Size | medium | 
| Lifes / Deaths | Killed by elven blood mage at level 27 on the 15th Regrowth 123rd year of Ascendancy at 16:43  / 1 | 
Primary Stats
| Strength | 83.394081562301 (base 58) | 
| Dexterity | 16 (base 10) | 
| Constitution | 16 (base 11) | 
| Magic | 10 (base 10) | 
| Willpower | 69.394081562301 (base 54) | 
| Cunning | 13 (base 10) | 
Resources
| Life | -258/1179 | 
| Stamina | 338/338 | 
| Equilibrium | 71 | 
| Healing Factor | 1.0545771506546 | 
| Regeneration | 10.100564115358 | 
Speed
| Mental | +2.90723440879% | 
| Attack | +2.90723440879% | 
| Movement | +11.09386761032% | 
| Spell | +2.90723440879% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 7 | 
| Infravision | 4 | 
| See Stealth | 7 | 
| See Invisible | 6 | 
Offense: Mainhand
| Damage | 111 | 
| Accuracy | 46 | 
| Crit Chance | 7% | 
| APR | 6 | 
| Speed | 0.97 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 10 | 
| Crit Chance | 2% | 
| Speed | 0.97174897930654 | 
Offense: Mind
| Mindpower | 69 | 
| Crit Chance | 5% | 
| Speed | 0.97174897930654 | 
Offense: Damage Bonus
| Physical | +15% | 
| Arcane | +6% | 
| Light | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Cold | +15% | 
| Physical | +10% | 
Defense: Base
| Armour (hardiness) | 56.209849285068 (65.897138898113%) | 
| Defense | 23 | 
| Ranged Defense | 23 | 
| Fatigue | 11 | 
| Physical Save | 38 | 
| Spell Save | 29 | 
| Mental Save | 41 | 
Defense: Resistances
| Acid | + 34%( 70%) | 
| Blight | + 33%( 70%) | 
| Physical | + 14%( 70%) | 
| Cold | + 24%( 70%) | 
| All | + 12%( 70%) | 
| Lightning | + 46%( 70%) | 
| Mind | + 28%( 70%) | 
| Fire | + 44%( 70%) | 
| Nature | + 30%( 70%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 53% | 
| Poison Resistance | 10% | 
| Blind Resistance | 45% | 
| Silence Resistance | 25% | 
| Bleed Resistance | 20% | 
| Disarm Resistance | 0% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 45% | 
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 24 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.  | 
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat.  | 
| 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 305 life over 5 turns. Its effects scale with your Willpower stat.  | 
Class Talents
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Wild-gift / Prismatic Aspect | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 4/5 | 
  | 1/5 | 
| Wild-gift / Dragon's Breath | 1.30 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
| Wild-gift / Ice Wyrm | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Venom Wyrm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Acid Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Sand Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Storm Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Fire Wyrm | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Draconic Body | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
| Wild-gift / Draconic Combat | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
Generic Talents
| Wild-gift / Fungus | 1.10 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Apex Predator | 1.30 | 
  | 2/5 | 
  | 3/5 | 
  | 3/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
  | 3/5 | 
  | 1/5 | 
  | 0/5 | 
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Harmony | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Prodigies
  | 1/1 | 
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice 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 warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained!  | active | 
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed length of troll intestine. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.'  | 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 within3 lumberjacks have died.  | done | 
Equipment
| On feet |  undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +25% Confus- +20% Stun/Frz- +20% A pair of boots made of leather.  | 
| Around waist |  hardened leather belt 'Blazejustice'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Mind.pwr +25 (+7 eff.) Dmg.mod +6% light Melee Ret 8 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Fatigue -6% ---------- misc Max.enc +35 A belt that goes around your waist.  | 
| Light source |  bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +53.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
| On head |  linen wizard hat 'Emurinn' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Phys.pwr +20 (+5 eff.) Dmg.mod +12% physical ----- def ----- Defense +1 (+0 eff.) Mind.save +9 (+3 eff.) Die.at -20.00 life ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 A pointy cloth hat, very wizardly...  | 
| On hands |  heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +5 (+2 eff.) Max.HP +49.00 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 |  Alurig the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Mag dps ---------- Phys.crit +1.0% Crit.mult +10.00% Acc +15 (+5 eff.) ----- def ----- Fatigue -5% Die.at -40.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
| On fingers |  warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +23% ---------- misc Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great!  | 
| On fingers |  Freezeknight0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +15% cold ----- def ----- Defense +10 (+5 eff.) Resists +6% mind +12% fire Phys.save +3 (+2 eff.) Mind.save +11 (+4 eff.) Die.at -80.00 life Poison- +10% Confus- +33% Stun/Frz- +20% Rings make your fingers look great!  | 
| Around neck |  Betowe the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Resists +14% lightning +12% mind Phys.save +9 (+4 eff.) Cut- +20% Stun/Frz- +28% ---------- misc Hate/m.crit +3.00 Amulets make your neck look great!  | 
| In main hand |  Harabar the voratun longsword (153% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane Power 153% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 cold +13 light +8 arcane Against +17% Undead On Hit.r1 +10 fire While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% arcane Melee Ret 4 arcane ---------- misc Psi/ret +0.04 Max.psi +10.00 Sharp, long, and deadly.  | 
| Socketed Gems |  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.  | 
| In off hand |  flaming dwarven-steel shield of resilience (0 def, 6 armour, 132% power, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 133% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 7 fire Melee Ret 3 fire ----- def ----- Armour +6 Fatigue +8% Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices.  | 
| Cloak |  resilient linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Max.HP +76.00 ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 40.28 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
Inventory
 heroism infusion of the psychic (die at -472; dur 5; cd 25)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -472 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1048 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. 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.  | 
 ethereal rune (power 16; resist 23%; move 49%; dur 5; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 49% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.4 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 356 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
 Emille0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Dmg.mod +3% mind ----- def ----- Resists +10% temporal +7% physical Mind.save +6 (+2 eff.) Confus- +10% Pinning- +21% Knockbk- +22% ---------- misc Stam/turn +0.40 Equi/ret +0.04 Max.hate +6.00 Amulets make your neck look great!  | 
 Icesorrow =3dex=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex ----- def ----- Resists +3% cold Disease- +10% Cut- +20% Knockbk- +10% Amulets make your neck look great!  | 
 Ulfoharakan the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Phys.crit +4.0% Dmg.mod +11% cold Apr +3 ----- def ----- Resists +2% physical +22% cold ---------- misc Stam/turn +1.00 Rings make your fingers look great!  | 
 Yvayasema0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +4 Con dps ---------- Res.pen +15% physical ----- def ----- Resists +5% arcane +1% physical HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great!  | 
 copper ring 'Anebar'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Crit.dmg- 5.00% ---------- misc Infravis +3 See.Invis +3 Rings make your fingers look great!  | 
 copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great!  | 
 Shantiz the Stormblade (111% power, 20 apr) =20dex=1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm.  | 
 stralite greatmaul 'Tulilen' (177% power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 178% Range: 1.5x Uses 40% Wil, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +4 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Str +1 Con dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +38% ---------- misc Infravis +3 Massive two-handed mauls.  | 
 Glowransom (131% power, 4 apr) =4dex=3.0 T3 mace 1H weapon [Random Unique] Master/Psionic Power 131% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Dex +2 Con dps ---------- Dmg.mod +6% light Res.pen +8% physical Acc +15 (+5 eff.) Apr +7 ----- def ----- Defense +5 (+2 eff.) Disarm- +21% Blunt and deadly.  | 
 Snowtitan (139% power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 139% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +20 blight On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +5 Mag dps ---------- Res.pen +25% arcane +10% cold ----- def ----- Spell.save +9 (+4 eff.) ---------- misc Mana/turn +0.12 Max.vim +20.00 One-handed war axes.  | 
 regal linen cloak of Eldoral (1 def, 0 armour) =2dex=2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +2 Wil +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
 Ce'Novea the Heatblood (0 def, 3 armour) =2dex=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Dex dps ---------- Dmg.mod +3% lightning Res.pen +15% fire ----- def ----- Armour +3 Fatigue -3% Resists +3% fire Phys.save +7 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Kilnspire (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +7 Str +7 Wil +4 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +6% fire Res.pen +7% physical ----- def ----- Armour +3 Resists +6% fire ---------- misc Infravis +3 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather.  | 
 Snowpride the pair of iron boots (0 def, 3 armour) =acid/fire respen=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +25% acid +20% cold +25% fire ----- def ----- Armour +3 Fatigue -3% Resists +6% cold Phys.save +7 (+3 eff.) ---------- misc Max.enc +26 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Erelurin the rough leather gloves (0 def, 1 armour) =7dex=1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +7 Dex +1 Mag +3 Cun dps ---------- Spell.pwr +10 (+10 eff.) Dmg.mod +3% physical Acc +6 (+2 eff.) Apr +6 Melee Ret 4 temporal ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Scorchstreak the iron helm (0 def, 3 armour) =6dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Res.pen +10% fire Acc +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Xanille the Shadehue (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil dps ---------- Dmg.mod +3% mind Res.pen +20% darkness ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 272.3 Physical damage. If the attack hits, the target is confused (28% 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.  | 
 dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 rough leather cap 'Lightvalor' (0 def, 5 armour) =waterbreathing=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather.  | 
 duelist's hardened leather armour of Toknor (13 def, 11 armour) =5dex=9.0 T3 light armor [Ego++] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +6 (+1 eff.) ----- def ----- Armour +11 Defense +13 (+6 eff.) Fatigue +8% A suit of armour made of leather.  | 
 hardened leather armour 'Arenn' (9 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +5 Wil dps ---------- Phys.crit +11.0% Spell.crit +5% Mind.crit +6% Crit.mult +13.00% Phys.pwr +17 (+4 eff.) Spell.pwr +23 (+16 eff.) Mind.pwr +11 (+3 eff.) S.pwr/crit +6 Dmg.mod +6% arcane ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +14% lightning +7% physical Phys.save +16 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather.  | 
 6 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.  | 
 207 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.  | 
 5 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.  | 
 5 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.  | 
 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 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.  | 
 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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.  | 
 Nimbusbane the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Defense +10 (+5 eff.) Resists +3% lightning +3% light Mind.save +6 (+2 eff.) Max.HP +20.00 Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 See.Stealth +8 See.Invis +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.  | 
 Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 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.  | 
 Blindwake the dwarven-steel torque of psionic shield [power 73]  (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.pwr +10 (+10 eff.) S.pwr/crit +4 Dmg.mod +9% darkness Res.pen +15% arcane Phasing +20% Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to reduce fatigue by 30% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers.  | 
 iron torque of clear mind 'Glitterpeal' [power 1]  (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Armour +2 Phys.save +3 (+2 eff.) Die.at -40.00 life 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 cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers.  | 
 iron torque of gale force 'Milahad' [power 100]  (15 cooldown) =1dex=2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Apr +1 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 115 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers.  | 
 Malidunahor the Prismwrack [power 35]  (20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Melee Ret 6 blight 6 light ----- def ----- Resists +9% blight +3% light Harden the skin for 7 turns increasing armour by 35 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. 100% to heal for 51. Natural totems are made by powerful wilders to store nature power.  | 
 elm totem of healing [power 110]  (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power.  | 
 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.  | 
 evasive elm wand of clairvoyance [power 9]  (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 34 based on Magic), and detect the presence of nearby creatures for 10 turns 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.  | 
 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.  | 
 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 Tines the Thalore Wyrmic level 11
3rd Haze 122nd year of Ascendancy at 16:16 see stats
			Exterminator (Insane (Roguelike) difficulty)
			Killed 1000 creatures.By Tines the Thalore Wyrmic level 24
7th Allure 123rd year of Ascendancy at 18:20 see stats
			Huge Appetite (Insane (Roguelike) difficulty)
			Ate 20 bosses.By Tines the Thalore Wyrmic level 21
8th Decay 122nd year of Ascendancy at 13:47 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Tines the Thalore Wyrmic level 10
77th Dusk 122nd year of Ascendancy at 14:05 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Tines the Thalore Wyrmic level 20
50th Haze 122nd year of Ascendancy at 15:14 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Tines the Thalore Wyrmic level 15
32nd Haze 122nd year of Ascendancy at 02:17 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
78th Dusk 122nd year of Ascendancy at 11:14 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Tines the Thalore Wyrmic level 11
19th Haze 122nd year of Ascendancy at 09:48 see stats
			Treasure Hoarder (Insane (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Tines the Thalore Wyrmic level 24
3rd Allure 123rd year of Ascendancy at 09:12 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 18
37th Haze 122nd year of Ascendancy at 02:43 see stats
Log
Tines hits Elven blood mage for (200 absorbed), 201 STATIC, (290 absorbed), 151 physical (351 total damage).
Tines is free from the illness.
Talent Elemental Spray is ready to use.
Tines receives 30 healing from Rotting Disease from Elven blood mage.
Tines gains 1% of a turn from Ancestral Life.
Something shoves Elven blood mage aside.
Elven blood mage casts Blood Boil.
Tines is free from the rotting disease.
Tines slows down.
Elven blood mage hits Tines for 176 blight damage.
Elven blood mage receives 91 healing.
Aerythra the elven blood mage slows down.
War hound hits Tines for 245 physical damage.
Melee retaliation hits War hound for 4 arcane, 3 fire, 28 cold, 12 mind (47 total damage).
Aerythra the elven blood mage casts Stone Wall.
Aerythra the elven blood mage hits Tines for 279 physical damage.
Elven blood mage casts Drain.
Elven blood mage hits Tines for 171 blight damage.
Tines uses Drakeheart.
Tines speeds up.
Tines uses Racing Wings.
Tines takes wing!.
Tines misses Something.
Tines lands.
War hound hits Tines for 224 physical damage.
Melee retaliation hits War hound for 4 arcane, 3 fire, 28 cold, 12 mind (47 total damage).
Elven blood mage's Blood Grasp hits Tines for 253 blight damage.
Something receives 64 healing from Elven blood mage's Blood Grasp.
Tines the level 27 thalore wyrmic was fouled to death by an elven blood mage on level 1 of Dark crypt.
























































































