










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 | 22 / 80% | 
| Size | medium | 
| Lifes / Deaths | Killed by war hound at level 22 on the 46th Haze 122nd year of Ascendancy at 23:03  / 1 | 
Primary Stats
| Strength | 54 (base 51) | 
| Dexterity | 15 (base 10) | 
| Constitution | 26 (base 11) | 
| Magic | 8 (base 10) | 
| Willpower | 46 (base 43) | 
| Cunning | 14 (base 10) | 
Resources
| Life | -46/817 | 
| Stamina | 209/253 | 
| Equilibrium | 82 | 
| Healing Factor | 1.1316586254954 | 
| Regeneration | 6.4581015635479 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +11.093867610317% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 9 | 
| Infravision | 4 | 
Offense: Mainhand
| Damage | 100 | 
| Accuracy | 35 | 
| Crit Chance | 19% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 46 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +12% | 
| Fire | +10% | 
| Nature | +6% | 
| Darkness | +3% | 
| Physical | +8% | 
| Mind | +9% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +10% | 
| Mind | +25% | 
| Physical | +22% | 
Defense: Base
| Armour (hardiness) | 50.882032250134 (73.607947236566%) | 
| Defense | 28 | 
| Ranged Defense | 28 | 
| Fatigue | 26 | 
| Physical Save | 35 | 
| Spell Save | 26 | 
| Mental Save | 31 | 
Defense: Resistances
| Acid | + 14%( 70%) | 
| Blight | + 9%( 70%) | 
| Physical | + 13%( 70%) | 
| Cold | + 26%( 70%) | 
| All | + 6%( 70%) | 
| Lightning | + 34%( 70%) | 
| Light | + 12%( 70%) | 
| Mind | + 14%( 70%) | 
| Darkness | + 14%( 70%) | 
| Fire | + 44%( 70%) | 
| Nature | + 14%( 70%) | 
Defense: Immunities
| Disarm Resistance | 84% | 
| Stun Resistance | 64% | 
| Pinning Resistance | 28% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 49% | 
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 268 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: 13 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: 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 6 turns. While Heroism is active, you will only die when reaching -431 life. The duration and life will increase by 1% for every 1% life you have lost (currently 886 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 568 life over 5 turns. Its effects scale with your Willpower stat.  | 
Class Talents
| Wild-gift / Venom Wyrm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat techniques | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Wild-gift / Fire Wyrm | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Draconic Combat | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Acid Wyrm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Dragon's Breath | 1.30 | 
  | 4/5 | 
  | 2/5 | 
  | 1/5 | 
  | 3/5 | 
| Wild-gift / Ice 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 / Draconic Body | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 1/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Wild-gift / Apex Predator | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
| Wild-gift / Fungus | 1.10 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Wild-gift / Harmony | 1.10 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.00 | 
  | 0/5 | 
  | 3/5 | 
  | 0/5 | 
  | 2/5 | 
  | 2/5 | 
  | 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 defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 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 | 
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 Dreaming One.  | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed red crystal shard.  | 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 | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet |  Bregetorach the Starsear (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +4 Cun +4 Con dps ---------- Mind.pwr +21 (+7 eff.) Dmg.mod +9% mind Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Resists +3% mind ---------- misc Psi/ret +0.04 Max.psi +10.00 Light +2 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 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Vorerialle the Satyrwinter2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +3% darkness Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +6% darkness Max.HP +43.00 ---------- 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.  | 
| On head |  Bregindur (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% light +7% cold Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Die.at -20.00 life Stun/Frz- +20% ---------- misc Breathe water A cap made of leather.  | 
| On hands |  drakeskin leather gloves 'Ragydas' (0 def, 9 armour)1.0 T4 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 nature 8 physical Dmg.mod +6% nature +5% physical Acc +8 (+3 eff.) ----- def ----- Armour +9 Resists +9% lightning +3% cold +5% nature Crit.dmg- 10.00% Phys.save +6 (+3 eff.) Spell.save +3 (+2 eff.) Mind.save +8 (+4 eff.) Disarm- +37% 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.  | 
| Tool |  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.  | 
| On fingers |  Layata0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +5.0% Crit.mult +5.00% Phys.pwr +10 (+4 eff.) Dmg.mod +10% fire Apr +2 ----- def ----- Resists +20% fire Rings make your fingers look great!  | 
| On fingers |  marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +28% Knockbk- +21% Rings make your fingers look great!  | 
| Around waist |  rough leather belt 'Cleansebane'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Dmg.mod +3% physical Res.pen +15% physical ----- def ----- Defense +15 (+7 eff.) Resists +3% nature Max.HP +32.00 ---------- misc Stam/turn +1.00 A belt that goes around your waist.  | 
| In main hand |  hateful stralite greatsword of massacre (173% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master/Psionic Power 173% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +10 darkness Against +19% Living Massive two-handed swords.  | 
| Socketed Gems |  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.  | 
| Main armor |  Fuluregoneg the steel plate armour (10 def, 21 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Res.pen +25% mind ----- def ----- Armour +21 Defense +10 (+5 eff.) Fatigue +22% Resists +8% acid +5% physical +7% cold +5% lightning +7% fire Disarm- +26% Stun/Frz- +24% Knockbk- +28% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates.  | 
| Cloak |  Goragen the Ebonywisp (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +3% darkness Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck |  grounding steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great!  | 
Inventory
 shatter afflictions rune of the psychic (absorb 86; cd 12)0.1 rune scroll [Ego] Arcane 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 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 86 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.  | 
 Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet.  | 
 Dimblow0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Lck dps ---------- Res.pen +5% temporal Acc +5 (+2 eff.) Melee Ret 4 temporal ----- def ----- Defense +7 (+3 eff.) Resists +10% temporal +8% physical Unseen.red 10% Pinning- +20% Knockbk- +20% ---------- misc Stam/turn +0.30 Amulets make your neck look great!  | 
 Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see...  | 
 gold amulet 'Alebers' =2dex=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +10% physical ----- def ----- Defense +10 (+5 eff.) Resists +6% physical +15% temporal Pinning- +32% Knockbk- +32% Amulets make your neck look great!  | 
 marksman's copper ring =3dex=0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great!  | 
 titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great!  | 
 Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.  | 
 dwarven-steel greatmaul of shearing (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +10 (+3 eff.) Apr +7 Massive two-handed mauls.  | 
 flaming steel greatmaul of massacre (148% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed mauls.  | 
 Genocide (152% power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying.  | 
 acidic dwarven-steel greatsword (146% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords.  | 
 enhanced dwarven-steel greatsword of evisceration (143% power, 2 apr) =6dex=3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 144% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Str +6 Dex +5 Mag +6 Wil +9 Cun +9 Con dps ---------- Phys.crit +10.0% Phys.pwr +10 (+4 eff.) Massive two-handed swords.  | 
 Koragorn =4dex=1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +4 Dex ----- def ----- Resists +6% acid +3% light +6% blight Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) ---------- misc See.Invis +6 A belt that goes around your 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.  | 
 Dagumnir the Floeparry (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +6% cold Phys.save +3 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +10% Stun/Frz- +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Tuloruiran the linen cloak (1 def, 0 armour) =2dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +1 Cun ----- def ----- Defense +1 (+0 eff.) ---------- misc Light +1 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Zubetira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +3% blight ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +11% temporal Def/telep +12 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 Uryrim the Bogresolve (0 def, 1 armour) =4dex=2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +3% lightning +3% nature Melee Ret 8 nature ----- def ----- Armour +1 Resists +3% lightning +3% light Stealth +5 A pair of boots made of leather.  | 
 dwarven-steel gauntlets 'Splendourzeal' (0 def, 2 armour) =5dex=1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +5 Dex +7 Cun dps ---------- Acc +17 (+6 eff.) Apr +10 ----- def ----- Armour +2 Fatigue +3% Resists +5% physical Crit.dmg- 15.00% Phys.save +6 (+3 eff.) ---------- misc Light +3 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). Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Gorugosus the Heatminister (1 def, 0 armour) =4dex=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +3 Wil +1 Cun +1 Con dps ---------- Dmg.mod +12% physical ----- def ----- Defense +1 (+0 eff.) Resists +3% fire +12% physical A pointy cloth hat, very wizardly...  | 
 Lisyldavea the dwarven-steel helm (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Crit.mult +20.00% ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +4% Resists +8% lightning +7% temporal Die.at -40.00 life ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 troll-hide hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +7% physical Phys.save +14 (+6 eff.) Max.HP +30.00 HP.reg +3.50 Heal.mod +10% A suit of armour made of leather.  | 
 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.  | 
 437 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 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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.  | 
 3 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.  | 
 Wretchmaim the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Mag dps ---------- On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Armour +2 Defense +4 (+2 eff.) Resists +9% acid +5% physical ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 woodsman's dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +7% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
 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.  | 
 Glewe the Iceidol1.0 T3 lite [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Apr +3 Melee Ret 6 cold ----- def ----- Armour +10 Max.HP +52.00 ---------- misc Stam/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter.  | 
 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.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
 brass lantern 'Pitchbraid' =1dex=2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.crit +4% Res.pen +15% darkness Melee Ret 2 darkness ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +10.00 Light +3 See.Stealth +6 See.Invis +9 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.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 2 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 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.  | 
 self-loading pouch of dwarven-steel shots of corruption (21/21, 140% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane Power 140% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Rld cld 4 On Hit: 20% Curse of Impotence 3 Shots are used with slings to pummel your foes to death.  | 
 Anurig the iron torque of clear mind [power 1]  (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +1% physical +3% nature +9% darkness Spell.save +3 (+2 eff.) ---------- misc Equi/ret +0.16 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 the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers.  | 
 2 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.  | 
 elm wand of lightning storm 'Sparkbrand' [power 116]  (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% lightning +10% nature On Hit (Melee): * 20% chance to reduce armor by 13% Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (129 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
 8 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.  | 
 9 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.  | 
 4 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 10
2nd Dusk 122nd year of Ascendancy at 18:44 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 16:18 see stats
			Level 20 (Insane (Roguelike) difficulty)
			Got a character to level 20.By Tines the Thalore Wyrmic level 20
65th Dusk 122nd year of Ascendancy at 06:50 see stats
			Rescuer of the lost (Insane (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Tines the Thalore Wyrmic level 21
26th Haze 122nd year of Ascendancy at 05:25 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By Tines the Thalore Wyrmic level 18
59th Dusk 122nd year of Ascendancy at 00:28 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Tines the Thalore Wyrmic level 10
3rd Mirth 122nd year of Ascendancy at 16:29 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By Tines the Thalore Wyrmic level 14
18th Dusk 122nd year of Ascendancy at 03:03 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Tines the Thalore Wyrmic level 17
44th Dusk 122nd year of Ascendancy at 15:51 see stats
Log
Melee retaliation hits Poluvena the poison ooze for (1 to psi shield), 2 nature, 18 cold (20 total damage).
Burning from Tines hits Poluvena the poison ooze for 9 fire damage.
Giant spider uses Spit Poison.
Tines is poisoned!
Tines HEALS from  nature  damage!
Insidious Poison from Poluvena the poison ooze hits Tines for 19 nature, 5 healing (19 total damage) [5 healing].
Giant spider hits Tines for 50 nature, 14 healing (50 total damage) [14 healing].
Tines gains 0% of a turn from Ancestral Life.
War hound hits Tines for 59 physical damage.
Melee retaliation hits War hound for 4 nature, 19 cold (24 total damage).
Poluvena the poison ooze uses Telekinetic Smash.
Tines HEALS from  nature  damage!
Poluvena the poison ooze hits Tines for 7 nature, 2 healing, 15 physical, 6 nature, 2 healing, 15 physical, 40 physical, 15 physical (100 total damage) [4 healing].
Melee retaliation hits Poluvena the poison ooze for (1 to psi shield), 1 nature, 18 cold, (1 to psi shield), 1 nature, 18 cold, (1 to psi shield), 1 nature, 18 cold (58 total damage).
Tines gains 0% of a turn from Ancestral Life.
Belynn the sand-drake uses Knockback.
Tines resists the knockback!
Belynn the sand-drake hits Tines for 44 physical, 13 physical (57 total damage).
Melee retaliation hits Belynn the sand-drake for 4 nature, 25 cold, 4 nature, 25 cold (58 total damage).
Melee retaliation hits Turtle for 1 nature, 6 cold (7 total damage).
Turtle misses Tines.
Poluvena the poison ooze deactivates Heartstart.
Poluvena the poison ooze's Beyond the Flesh performs a melee critical strike against Tines!
Tines shrugs off Poluvena the poison ooze's 'Cripple'!
Poluvena the poison ooze's Beyond the Flesh hits Tines for 82 physical, 7 fire, 18 physical (107 total damage).
Melee retaliation hits Poluvena the poison ooze for (1 to psi shield), 1 nature, 18 cold (19 total damage).
Burning from Tines hits Poluvena the poison ooze for 9 fire damage.
War hound hits Tines for 57 physical damage.
Melee retaliation hits War hound for 4 nature, 16 cold (20 total damage).
Tines the level 22 thalore wyrmic was hacked apart to death by a war hound on level 4 of Sandworm lair.

















































































