Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon:     - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
    - Start a New Game.
    - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
    - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
    Operating Modes:     - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
    - Extra Points -> Gives many more points than vanilla in any difficulty
    - Cheatish -> Gives way more points than you'll ever need
    - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
    Optional Modes (These work alongside Operating Modes):     - None -> Nothing else than what chosen under Operating Modes
    - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
    - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
    POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3 
 
 
 Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Experience Controller 1.4.8
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).  Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Possessor Bonus Class 1.5.3Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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:
 Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus!  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 50 / 9712% | 
| Size | medium | 
| Lifes / Deaths | Killed by Doomed Shade of Attempt 45 at level 50 on the 45th Pyre 123rd year of Ascendancy at 07:31  / 1 | 
Primary Stats
| Strength | 82 (base 60) | 
| Dexterity | 83 (base 60) | 
| Constitution | 77 (base 60) | 
| Magic | 86 (base 60) | 
| Willpower | 83 (base 60) | 
| Cunning | 80 (base 60) | 
Resources
| Life | -23/39342 | 
| Mana | 1021/1663 | 
| Stamina | 1698/1698 | 
| Psi_feedback | 735/735 | 
| Healing Factor | 1.8168825910931 | 
| Regeneration | 239.5196319838 | 
Speed
| Mental | +290.5% | 
| Attack | +290.5% | 
| Movement | +786.92220746904% | 
| Spell | +290.5% | 
| Global | +447.82921969587% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 8 | 
| See Stealth | 79.640165020346 | 
| See Invisible | 78.640165020346 | 
| ESP Range | 10 | 
| ESP Kinds | dragon | 
Offense: Mainhand
| Damage | 81 | 
| Accuracy | 92 | 
| Crit Chance | 165% | 
| APR | 152 | 
| Speed | 0.26 | 
Offense: Spell
| Spellpower | 162 | 
| Crit Chance | 100% | 
| Speed | 0.25608194622279 | 
| Cooldown Reduction | 95.55 | 
Offense: Mind
| Mindpower | 168 | 
| Crit Chance | 100% | 
| Speed | 0.25608194622279 | 
Defense: Base
| Armour (hardiness) | 286.6 (100%) | 
| Defense | 113 | 
| Ranged Defense | 140 | 
| Fatigue | 0 | 
| Physical Save | 169 | 
| Spell Save | 170 | 
| Mental Save | 170 | 
Defense: Resistances
| All | +113%(100%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Instadeath Resistance | 100% | 
| Pinning Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (26% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (26% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
Class Talents
| Spell / Meta | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Temporal | 1.30 | 
  | 1/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Air | 10.00 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
| Spell / Arcane | 10.00 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Spell / Phantasm | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Earth | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Fire | 10.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Wildfire | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Water | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Cunning / Survival | 0.90 | 
  | 5/5 | 
  | 5/5 | 
  | 1/5 | 
  | 5/5 | 
| Race / Shalore | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Aegis | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Divination | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Conditioning | 0.90 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Arcane Shield | 
| talent | Burning Wake | 
| talent | Feather Wind | 
| talent | Essence of Speed | 
| talent | Shielding | 
| talent | Wildfire | 
| detrimental effect | Your body is cauterizing, burning for 214.38 damage each turn. Cauterize | 
| beneficial effect | Knows where you are! Hunter! | 
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+160). Continuum Destabilization | 
| beneficial effect | The time distortion has created a restoration field, healing the target for 219 each turn. Temporal Restoration Field | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation | 
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
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.  | active | 
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +2.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +2.  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +1.  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved Magic by +1.  | done | 
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Magic by +1.  | done | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +1.  | done | 
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You failed to protect the repented thief from death by wolf. Escort: repented thief (level 2 of Trollmire) | failed | 
You failed to protect the worried loremaster from death by Attempt 45. Escort: worried loremaster (level 5 of Dreadfell) | failed | 
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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s).  | failed | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | 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 the fox. He has given you some notes on the ingredients: * '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.' * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations.  | active | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
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 within | done | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 | pair of rough leather boots 'Emulralle' (0 def, 1 armour) pair of rough leather boots 'Emulralle' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag / +1 Cun / +2 Con Changes resistances: +12% blight Critical mult.: +10.00% Physical save: +12 (+1 eff.) Spell save: +3 (+0 eff.) Mental save: +11 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 A pair of boots made of leather.  | 
| Light source | brass lantern 'Hurykalthonik' brass lantern 'Hurykalthonik'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Dex / +2 Cun / +1 Con Critical mult.: +9.00% Mental save: +5 (+1 eff.) Life regen: +0.20 Light radius: +2 See stealth: +8 See invisible: +7 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 | Mardyhor the Shademark (1 def, 0 armour) Mardyhor the Shademark (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Defense: +1 (+1 eff.) Damage when hit (Melee): 20 darkness / 16 fire Changes resistances: +12% temporal Changes resistances penetration: +15% darkness Changes damage: +12% temporal / +15% fire Critical mult.: +12.00% A pointy cloth hat, very wizardly...  | 
| Tool | Betytira [power 80]  (13 cooldown) Betytira [power 80]  (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Cun Changes resistances: +18% blight Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Maximum psi: +20.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% It can be used to heal a target within range 9 (based on Willpower) for 80, putting all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers | Kindlerebel KindlerebelCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +11 (+2 eff.) Changes stats: +10 Str / +9 Dex / +9 Cun / +14 Con Changes resistances: +9% nature / +3% temporal Changes damage: +21% fire Spell save: +17 (+2 eff.) Life regen: +0.20 Maximum life: +20.00 Maximum stamina: +33.00 Rings can have magical properties.  | 
| On fingers | Furnacerupture FurnacerupturePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 fire Changes resistances: +14% arcane / +30% fire Changes resistances penetration: +15% light / +15% fire Changes damage: +14% arcane / +9% fire Rings can have magical properties.  | 
| Around waist | hardened leather belt 'Voridhewyn' hardened leather belt 'Voridhewyn'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +3 Cun Changes resistances: +8% fire / +5% arcane / +23% cold Changes resistances penetration: +10% mind Grants telepathy: Dragon Stealth bonus: +8 Mental save: +3 (+1 eff.) Life regen: +1.80 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% Healing mod.: +22% A belt that goes around your waist.  | 
| In main hand | Nerathra the yew magestaff (20-24 power, 4 apr, fire element) Nerathra the yew magestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +4 Str / +4 Dex / +5 Mag / +3 Cun Changes resistances: +18% acid Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Infravision radius: +3 Staves designed for wielders of magic, by the greats of the art.  | 
| On hands | Kelen the rough leather gloves (6 def, 1 armour) Kelen the rough leather gloves (6 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Damage (Melee): 5 arcane Changes stats: +4 Wil / +4 Mag Changes resistances: +4% arcane / +3% physical Stamina each turn: +0.20 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +5 arcane / +8 physical Burst (radius 2) on crit: +12 acid It can be used to activate talent Disperse Magic, placing all other charms into a 13 cooldown : Effective talent level: 3.9 Power cost: 13 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Main armor | stormwoven elven-silk robe of life (5 def, 0 armour) stormwoven elven-silk robe of life (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Str / +6 Mag / +5 Wil Changes resistances: +11% blight / +8% cold / +7% lightning Changes damage: +13% lightning / +12% physical / +13% cold Life regen: +3.70 Maximum life: +66.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
| Cloak | Uruvor (1 def, 0 armour) Uruvor (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +3 Wil Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +6 (+1 eff.) Equilibrium when hit: +0.16 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Around neck | copper amulet 'Camorotar' copper amulet 'Camorotar'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +6 Str / +5 Dex / +8 Wil Changes resistances penetration: +20% arcane Changes damage: +9% mind Critical mult.: +10.00% Mana when firing critical spell: +4.00 Vim when firing critical spell: +3.00 Spell crit. chance: +5% Amulets can have magical properties.  | 
Inventory
Elixir of Explosive Force Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid.  | 
Elixir of Foundations Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid.  | 
Primal Infusion (affinity 18%; cure magical, physical, mental) Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved.  | 
heat beam rune (110 fire damage) heat beam rune (110 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 109.96 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Rune of the Rift (482.00 temporal damage, removed from time 4 turns) Rune of the Rift (482.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (26% of a turn) Is: a spell Description: Inflicts 1012.20 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability.  | 
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
copper ring of darkness (+22%) copper ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties.  | 
wizard's copper ring of light (+22%) wizard's copper ring of light (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% light Changes damage: +11% light Spell save: +6 (+1 eff.) Rings can have magical properties.  | 
voratun ring 'Aerirana' voratun ring 'Aerirana'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to blind Damage (Melee): 42 light Effects on ranged hit: * 30% chance to blind Damage (Ranged): 44 light Changes resistances: +18% temporal Changes damage: +18% temporal Mental save: +42 (+5 eff.) Blindness immunity: +44% Poison immunity: +15% Disease immunity: +10% Cut immunity: +15% Infravision radius: +6 See stealth: +21 See invisible: +21 Rings can have magical properties.  | 
elm magestaff (10-12 power, 2 apr, fire element) elm magestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art.  | 
Voidtooth (15-18 power, 3 apr, fire element) Voidtooth (15-18 power, 3 apr, fire element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +13 (+3 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction * 16% chance to blind Changes resistances: +3% temporal / +3% darkness / +3% light Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.3 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 361.42 light damage. Staves designed for wielders of magic, by the greats of the art.  | 
magewarrior's short yew magestaff of breaching (20-24 power, 4 apr, fire element) magewarrior's short yew magestaff of breaching (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +7.0% Physical power: +9 (+2 eff.) Changes resistances penetration: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +16 (+2 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art.  | 
Stormpiety the linen robe (0 def, 0 armour) Stormpiety the linen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +4 Str / +2 Con Changes damage: +15% lightning Grants telepathy: Dragon Mental save: +16 (+2 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Alimnir AlimnirPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +8 Dex Mental save: +5 (+1 eff.) Maximum life: +10.00 Maximum stamina: +10.00 Spellpower: +3 (+0 eff.) A belt that goes around your waist.  | 
Phoenixsweep the linen wizard hat (1 def, 0 armour) Phoenixsweep the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 12 fire Changes resistances: +3% cold Changes damage: +12% fire Silence immunity: +5% Disarm immunity: +15% Mana each turn: +0.14 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly...  | 
linen wizard hat of light (+16%) (1 def, 0 armour) linen wizard hat of light (+16%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% light Changes damage: +11% light A pointy cloth hat, very wizardly...  | 
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 19 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface.  | 
713 alchemist agate 713 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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.  | 
survivor's brass lantern survivor's brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+0 eff.) Light radius: +2 Healing mod.: +13% 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.  | 
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it.  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 127 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.  | 
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.  | 
Achievements
			A dangerous secret (Madness (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By Attempt 45 the Shalore Archmage level 50
77th Haze 122nd year of Ascendancy at 11:42 see stats
			Against all odds (Madness (Roguelike) difficulty)
			Killed Ukruk in the ambush.By Attempt 45 the Shalore Archmage level 50
72nd Haze 122nd year of Ascendancy at 11:45 see stats
			Curse Lifter (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Attempt 45 the Shalore Archmage level 45
30th Dusk 122nd year of Ascendancy at 23:22 see stats
			Destroyer's bane (Madness (Roguelike) difficulty)
			Killed Golbug the Destroyer.By Attempt 45 the Shalore Archmage level 50
8th Allure 123rd year of Ascendancy at 23:27 see stats
			Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.By Attempt 45 the Shalore Archmage level 9
77th Pyre 122nd year of Ascendancy at 21:03 see stats
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By Attempt 45 the Shalore Archmage level 50
52nd Haze 122nd year of Ascendancy at 20:34 see stats
			Fast Curse Dispel (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Attempt 45 the Shalore Archmage level 45
30th Dusk 122nd year of Ascendancy at 23:22 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By Attempt 45 the Shalore Archmage level 10
77th Pyre 122nd year of Ascendancy at 21:55 see stats
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By Attempt 45 the Shalore Archmage level 20
4th Mirth 122nd year of Ascendancy at 12:11 see stats
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By Attempt 45 the Shalore Archmage level 30
10th Mirth 122nd year of Ascendancy at 17:48 see stats
			Level 40 (Madness (Roguelike) difficulty)
			Got a character to level 40.By Attempt 45 the Shalore Archmage level 40
2nd Flare 122nd year of Ascendancy at 11:17 see stats
			Level 50 (Madness (Roguelike) difficulty)
			Got a character to level 50.By Attempt 45 the Shalore Archmage level 50
37th Haze 122nd year of Ascendancy at 02:42 see stats
			Overpowered! (Madness (Roguelike) difficulty)
			Did over 6000 damage in one attack.By Attempt 45 the Shalore Archmage level 50
52nd Haze 122nd year of Ascendancy at 20:26 see stats
			Rescuer of the lost (Madness (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By Attempt 45 the Shalore Archmage level 45
2nd Dusk 122nd year of Ascendancy at 22:53 see stats
			Shasshhiy'Kaish (Madness (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Attempt 45 the Shalore Archmage level 50
8th Allure 123rd year of Ascendancy at 06:49 see stats
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By Attempt 45 the Shalore Archmage level 24
5th Mirth 122nd year of Ascendancy at 23:32 see stats
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By Attempt 45 the Shalore Archmage level 18
4th Mirth 122nd year of Ascendancy at 07:45 see stats
			Sliders (Madness (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By Attempt 45 the Shalore Archmage level 50
31st Regrowth 123rd year of Ascendancy at 21:30 see stats
			The Arena (Madness (Roguelike) difficulty)
			Unlocked Arena mode.By Attempt 45 the Shalore Archmage level 12
79th Pyre 122nd year of Ascendancy at 01:02 see stats
			The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.By Attempt 45 the Shalore Archmage level 38
1st Summertide 122nd year of Ascendancy at 05:25 see stats
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By Attempt 45 the Shalore Archmage level 4
77th Pyre 122nd year of Ascendancy at 01:51 see stats
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Attempt 45 the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
			Vampire crusher (Madness (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By Attempt 45 the Shalore Archmage level 50
72nd Haze 122nd year of Ascendancy at 08:27 see stats
Log
Attempt 45 casts Rune: Shielding.
A shield forms around Attempt 45.
Attempt 45 casts Aegis.
Attempt 45 casts Fireflash.
Attempt 45's spell attains critical power!
Attempt 45 is surging arcane power.
Attempt 45 casts Inferno.
Talent Rune: Shielding is ready to use.
Talent Aegis is ready to use.
Talent Fireflash is ready to use.
Talent Teleport is ready to use.
Talent Arcane Reconstruction is ready to use.
Talent Phase Door is ready to use.
Talent Rune: Phase Door is ready to use.
Attempt 45 hits Attempt 45 for (214 absorbed) damage.
Attempt 45 receives 397 healing from Temporal Restoration Field.
Cauterize hits Attempt 45 for 0 fire damage.
Attempt 45 casts Blastwave.
Attempt 45's spell attains critical power!
Attempt 45 casts Arcane Reconstruction.
Attempt 45's spell attains critical power!
Your shield crumbles under the damage!
The shield around Attempt 45 crumbles.
Attempt 45 is no longer surging arcane power.
Saving game...
