










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default.  This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! The Auto Attack Key 1.3.1Auto attack key. Pressing a bindable key (default "x") causes the your character to take an automated combat action for 1 turn. No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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:
 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:
 Autotarget Toggle Keybind 1.3.0Adds a keybind to toggle the new auto-accept target option. Set to Alt+F1 by default Enhanced Object Compare 1.5.0Improves the "Press  
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game | 
| Campaign | Maj'Eyal | 
| Mode | Normal Roguelike | 
| Sex | Male | 
| Race | Cornac | 
| Class | Adventurer | 
| Level / Exp | 10 / 46% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 34 (base 34) | 
| Dexterity | 41 (base 34) | 
| Constitution | 34 (base 34) | 
| Magic | 14 (base 12) | 
| Willpower | 12 (base 12) | 
| Cunning | 37 (base 34) | 
Resources
| Life | 1192/1192 | 
| Stamina | 210/210 | 
| Healing Factor | 1.1764705882353 | 
| Regeneration | 30.294117647059 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +45% | 
| Spell | +200% | 
| Global | +145% | 
Vision
| Sight | 11 | 
| Lite | 2 | 
| Infravision | 10 | 
| See Stealth | 56.665011327408 | 
| See Invisible | 56.665011327408 | 
Offense: Mainhand
| Damage | 61 | 
| Accuracy | 56 | 
| Crit Chance | 9% | 
| APR | 78 | 
| Speed | 0.27 | 
Offense: Spell
| Spellpower | 30 | 
| Crit Chance | 9% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 17.55 | 
Offense: Mind
| Mindpower | 35 | 
| Crit Chance | 9% | 
| Speed | 0.33333333333333 | 
Offense: Damage Bonus
| Acid | +18% | 
| Blight | +22% | 
| Arcane | +21% | 
| Cold | +18% | 
| Lightning | +18% | 
| Darkness | +28% | 
| Light | +18% | 
| Temporal | +22% | 
| Physical | +18% | 
| Mind | +18% | 
| Fire | +32% | 
| Nature | +18% | 
Offense: Damage Penetration
| Acid | +18% | 
| Blight | +18% | 
| Arcane | +18% | 
| Cold | +18% | 
| Lightning | +18% | 
| Darkness | +18% | 
| Light | +18% | 
| Temporal | +18% | 
| Physical | +18% | 
| Mind | +18% | 
| Fire | +18% | 
| Nature | +18% | 
Defense: Base
| Armour (hardiness) | 73 (100%) | 
| Defense | 58 | 
| Ranged Defense | 58 | 
| Fatigue | 0 | 
| Physical Save | 69 | 
| Spell Save | 72 | 
| Mental Save | 69 | 
Defense: Resistances
| Acid | + 39%(100%) | 
| Blight | + 39%(100%) | 
| Arcane | + 39%(100%) | 
| Cold | + 51%(100%) | 
| All | + 25%(100%) | 
| Mind | + 39%(100%) | 
| Lightning | + 39%(100%) | 
| Light | + 41%(100%) | 
| Temporal | + 42%(100%) | 
| Physical | + 43%(100%) | 
| Darkness | + 54%(100%) | 
| Fire | + 39%(100%) | 
| Nature | + 39%(100%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Confusion Resistance | 20% | 
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. | 
Class Talents
| Technique / Archery prowess | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Sniper | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Tactical | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cunning / Poisons | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Reflexes | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Munitions | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Archery training | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Marksmanship | 1.00 | 
| 
 | 4/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Generic Talents
| Technique / Mobility | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cunning / Scoundrel | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
Effects
| talent | Daunting Presence | 
| talent | Apply Poison | 
| talent | Intuitive Shots | 
| talent | Numbing Poison | 
| talent | Venomous Ammunition | 
| talent | Lacerating Strikes | 
| talent | Concealment | 
| beneficial effect | The target is concealed, increasing sight and attack range by 1 and chance to avoid damage by 15%.Concealment | 
| beneficial effect | Countering melee attacks: Has a 41% chance to get an automatic counter attack when avoiding a melee attack. (1.5 counters remaining)Counter Attacking | 
Quests
| You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.Escort: lost anorithil (level 3 of Trollmire) As a reward you improved Cunning by +2. | 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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!Of trolls and damp caves * You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done | 
| 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 Alchemists Stire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet |  pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. | 
| Quiver |  quiver of elm arrows of accuracy (18/18, 13.5-18.9 power, 5 apr) 3.0 T1 arrow ammo [Ego] Master Power 13.5 - 18.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit / acc Acc +8 Apr +5 Crit +1.0% Capacity 18 Arrows are used with bows to pierce your foes to death. | 
| Light source |  brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +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. | 
| On head |  rough leather cap of dexterity (+3) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. | 
| Tool |  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| On fingers |  copper ring of darkness (+20%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings can have magical properties. | 
| On fingers |  copper ring of clarity 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +20% Rings can have magical properties. | 
| Around waist |  Dazzlestriker the rough leather belt 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Crit.mult +6.00% ----- def ----- Fatigue -5% Resists +3% light ---------- misc Max.enc +26 Max.stam +5.00 A belt that goes around your waist. | 
| In main hand |  elm longbow of fire 4.0 T1 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +8 fire While equipped: dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. | 
| On hands |  temporal rough leather gloves of magic (+2) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 temporal Ranged+ 7 temporal Dmg.mod +3% arcane +4% temporal ----- def ----- Armour +1 Resists +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  spiked rough leather armour of cold resistance (1 def, 2 armour) 9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +16% cold A suit of armour made of leather. | 
| Cloak |  resilient linen cloak of Eldoral (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  warrior's copper amulet of mastery (0.11 Chronomancy / Blade Threading) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Masteries +0.11 Chronomancy/Blade Threading Amulets can have magical properties. | 
Inventory
|  healing infusion of the warrior (heal 102) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 102 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  wild infusion of the duelist (resist 14%; cure mental) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions | 
|  clarifying copper amulet of cunning (+3) 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% mind Confus- +20% Amulets can have magical properties. | 
|  Unerring Scalpel (15-19.5 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. | 
|  flaming iron dagger (9-11.7 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.0 - 11.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 fire Sharp, short and deadly. | 
|  Bill's Tree Trunk (30-51 power, 7 apr) 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! | 
|  flaming iron longsword (11-15.4 power, 2 apr) 3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +7 fire Sharp, long, and deadly. | 
|  iron longsword of daylight (12.5-17.5 power, 2 apr) 3.0 T1 longsword 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 light Against +6% Undead Sharp, long, and deadly. | 
|  iron mace (12-16.8 power, 2 apr) 3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. | 
|  nightruned rough leather belt of the mystic 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +6 (+1 eff.) A belt that goes around your waist. | 
|  pair of iron boots of uncanny dodging (2 def, 3 armour) 3.0 T1 feet armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+0 eff.) Rng.Def +3 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy Armour Training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  rough leather armour (1 def, 2 armour) 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. | 
|  iron plate armour (3 def, 7 armour) 17.0 T1 massive armor Reqs Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% A suit of armour made of metal plates. | 
|  2 agate 0.0 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. | 
|  2 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (54 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 Chest 2.0 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. | 
|  3 ametrine 0.0 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. | 
|  citrine 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.0 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
 Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.
			Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.By Sapoha the Cornac Adventurer level 9
1st Mirth 122nd year of Ascendancy at 01:34 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Sapoha the Cornac Adventurer level 10
6th Mirth 122nd year of Ascendancy at 00:30 see stats
 The Arena (Roguelike)
			Unlocked Arena mode.
			The Arena (Roguelike)
			Unlocked Arena mode.By Sapoha the Cornac Adventurer level 9
1st Mirth 122nd year of Ascendancy at 01:45 see stats
 Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Sapoha the Cornac Adventurer level 4
76th Pyre 122nd year of Ascendancy at 11:42 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Sapoha the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 19:35 see stats
Log
Talent Pin Down is ready to use.
Sapoha activates Concealment.
Talent Sentinel is ready to use.
Talent Called Shots is ready to use.
Talent Track is ready to use.
Talent Venomous Ammunition is ready to use.
Sapoha activates Venomous Ammunition.
Sapoha deactivates Piercing Ammunition.
Talent Piercing Ammunition is ready to use.
Sapoha activates Piercing Ammunition.
Sapoha deactivates Venomous Ammunition.
Talent Venomous Ammunition is ready to use.
Sapoha activates Venomous Ammunition.
Sapoha deactivates Piercing Ammunition.
There is a way to the previous level here (press '' or right click to use).
Ran for 65 turns (stop reason: at exit).
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
Saving game...
Saving done.
Sapoha deactivates Intuitive Shots.
Sapoha deactivates Venomous Ammunition.
Sapoha deactivates Daunting Presence.
Sapoha deactivates Concealment.
Sapoha deactivates Apply Poison.
Sapoha deactivates Lacerating Strikes.
Sapoha deactivates Numbing Poison.


























































