








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 | Skeleton | 
| Class | Adventurer | 
| Level / Exp | 16 / 21% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded/ 0 | 
Primary Stats
| Strength | 61 (base 32) | 
| Dexterity | 53 (base 32) | 
| Constitution | 38 (base 37) | 
| Magic | 38 (base 37) | 
| Willpower | 17 (base 12) | 
| Cunning | 18 (base 12) | 
Resources
| Life | 2486/2486 | 
| Mana | 176/176 | 
| Stamina | 372/372 | 
| Healing Factor | 1.3519230769231 | 
| Regeneration | 40.895673076923 | 
Speed
| Mental | +200% | 
| Attack | +200% | 
| Movement | +100% | 
| Spell | +200% | 
| Global | +175% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 4 | 
| See Stealth | 12.758896338686 | 
| See Invisible | 29.65397573152 | 
| ESP Range | 10 | 
| ESP Kinds | dragon | 
Offense: Mainhand
| Damage | 37 | 
| Accuracy | 57 | 
| Crit Chance | 6% | 
| APR | 85 | 
| Speed | 0.33 | 
Offense: Spell
| Spellpower | 58 | 
| Crit Chance | 13% | 
| Speed | 0.33333333333333 | 
| Cooldown Reduction | 29.25 | 
Offense: Mind
| Mindpower | 45 | 
| Crit Chance | 12% | 
| Speed | 0.33333333333333 | 
Offense: Damage Bonus
| Acid | +35% | 
| Blight | +39% | 
| Arcane | +30% | 
| Cold | +35% | 
| Lightning | +30% | 
| Darkness | +30% | 
| Light | +41% | 
| Temporal | +36% | 
| Physical | +41% | 
| Mind | +30% | 
| Fire | +50% | 
| Nature | +39% | 
Offense: Damage Penetration
| Acid | +30% | 
| Blight | +30% | 
| Arcane | +30% | 
| Cold | +30% | 
| Lightning | +30% | 
| Darkness | +30% | 
| Light | +30% | 
| Temporal | +35% | 
| Physical | +50% | 
| Mind | +30% | 
| Fire | +30% | 
| Nature | +50% | 
Defense: Base
| Armour (hardiness) | 88 (100%) | 
| Defense | 52 | 
| Ranged Defense | 58 | 
| Fatigue | 0 | 
| Physical Save | 93 | 
| Spell Save | 88 | 
| Mental Save | 89 | 
Defense: Resistances
| Acid | + 63%(100%) | 
| Blight | + 56%(100%) | 
| Arcane | +100%(100%) | 
| Cold | + 63%(100%) | 
| All | + 37%(100%) | 
| Mind | + 56%(100%) | 
| Lightning | + 56%(100%) | 
| Light | + 70%(100%) | 
| Temporal | + 64%(100%) | 
| Physical | + 63%(100%) | 
| Darkness | + 56%(100%) | 
| Fire | + 62%(100%) | 
| Nature | + 65%(100%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
| Pinning Resistance | 100% | 
| Bleed Resistance | 100% | 
| Confusion Resistance | 30% | 
| Fear Resistance | 100% | 
| Stun Resistance | 75% | 
| Poison Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Heat Beam Use mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 60.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. | 
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 10 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 130 damage for 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Spell / Arcane | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Spell / Fire | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Spell / Storm | 1.00 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Wildfire | 1.00 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
Generic Talents
| Undead / Skeleton | 1.10 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Spell / Aegis | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Technique / Conditioning | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| Spell / Divination | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Mobility | 1.00 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Trained Reactions | 
| talent | Keen Senses | 
| talent | Arcane Shield | 
| talent | Daunting Presence | 
| talent | Arcane Power | 
| talent | Feather Wind | 
| talent | Premonition | 
| talent | Shielding | 
| talent | Thunderstorm | 
| beneficial effect | The target is under the effect of the cloak of deception, making it look human.Cloak of Deception | 
| beneficial effect | The target is surrounded by a magical shield, absorbing 1276/1062 damage  before it crumbles.Damage Shield | 
| beneficial effect | The target is the epicenter of a terrible arcane storm, he gets +69% arcane resistance.Arcane Storm | 
| beneficial effect | Reduces arcane damage received by 18%.Premonition Shield | 
Quests
| 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 | 
| 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Alchemists Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active | 
| You have been resurrected as an undead by some dark powers.The rotting stench of the dead However, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done | 
Equipment
| On feet |  wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+2 eff.) Mind.save +11 (+2 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. | 
| Light source |  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- 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 |  Glibeth the cashmere wizard hat (2 def, 0 armour) 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +8 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Heal/summ +50 ---------- misc Psi/turn +0.25 Hate/m.crit +3.00 Max.hate +10.00 Telepathy Dragon A pointy cloth hat, very wizardly... | 
| Tool |  Corpsecutter (dig speed 18 turns) 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +8 Str +3 Cun dps ---------- Dmg.mod +9% nature Res.pen +20% nature +15% physical Acc +10 (+3 eff.) Apr +2 ----- def ----- Fatigue -10% Resists +15% nature Heal.mod +15% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  steel ring 'Hanygorn' 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +1 Str dps ---------- Dmg.mod +11% light +9% blight ----- def ----- Armour +6 Resists +22% light Max.HP +10.00 ---------- misc Max.stam +5.00 Rings can have magical properties. | 
| On fingers |  mule's steel ring 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 Rings can have magical properties. | 
| Around waist |  Neira's Memory 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 195, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. | 
| In main hand |  shimmering ash vilestaff (15-18 power, 3 apr, fire element) 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Mana/turn +0.14 Max.mana +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Main armor |  ancient linen robe of alchemy (0 def, 0 armour) 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +5% acid +6% temporal +5% fire +5% cold +11% physical Res.pen +5% temporal +5% physical ----- def ----- Resists +11% acid +11% physical +10% fire +11% cold Anom.red +9 ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Cloak |  Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. | 
| Around neck |  stabilizing steel amulet 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +13% temporal Pinning- +24% Knockbk- +20% Amulets can have magical properties. | 
Inventory
|  heroism infusion (+6 for 9 turns, die at -286) 0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -286 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  wild infusion of the titan (resist 17%; cure physical) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 wizard (resist 16%; cure mental) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. | 
|  Rune of the Rift (218.00 temporal damage, removed from time 4 turns) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (33% of a turn) Is a spell Description: Inflicts 296.48 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  phase door rune (range 10; power 15; dur 5) 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 5 Travel.spd instantaneous Usage Speed Spell (33% 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  gladiator's stralite ring 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings can have magical properties. | 
|  stralite ring of warding 0.1 T4 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +14% acid +11% fire +17% lightning +15% cold Rings can have magical properties. | 
|  blazebringer's stralite battleaxe of crippling (46-69 power, 3 apr) 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 46.0 - 69.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Crit.r2 +17 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +14.0% All.spd +3% Res.pen +13% fire Massive two-handed battleaxes. | 
|  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 20 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! | 
|  dwarven-steel mace of rage (28.5-39.9 power, 4 apr) 3.0 T3 mace 1H weapon [Ego+] Master Power 28.5 - 39.9 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +5 (+2 eff.) ---------- misc Stam/ret +0.50 Blunt and deadly. | 
|  pulsing mindstar of venom (13-14.3 power, 32 apr, nature damage) 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature This natural venom should be returned to the wyrm. Power 13.0 - 14.3 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +13% acid Res.pen +7% acid Melee Ret 6 acid ----- def ----- Resists +5% acid HP.reg +0.90 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  Salera the reinforced leather sling 4.0 T4 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 While equipped: Stats +5 Str +10 Wil dps ---------- Phys.pwr +12 (+3 eff.) ----- def ----- Resists +15% acid ---------- misc Max.mana +40.00 Max.vim +30.00 Slings are used to hurl stones or metal shots at your foes. | 
|  steady reinforced leather sling of recursion 4.0 T4 sling 1H weapon Reqs Shoot [Ego+] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Hit: 10% Shoot 1 While equipped: dps ---------- Phys.crit +4.0% Acc +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. | 
|  Sootmortal the elven-wood vilestaff (25-30 power, 5 apr, darkness element) 5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +4 darkness On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% Spell.pwr +21 (+5 eff.) Dmg.mod +25% darkness +6% temporal Melee Ret 8 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% darkness +15% temporal ---------- misc Max.mana +90.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  ash starstaff 'Skywrack' (15-18 power, 3 apr, temporal element) 5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 lightning +4 nature While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +6% lightning +15% temporal Melee Ret 8 lightning On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +15% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  cruel yew magestaff of wizardry (20-24 power, 4 apr, cold element) 5.0 T3 staff 2H weapon [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +13 (+3 eff.) Dmg.mod +20% cold ---------- misc Max.mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elm starstaff (10-12 power, 2 apr, temporal element) 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  elven-wood vilestaff of blasting (25-30 power, 5 apr, acid element) 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +17 (+4 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Unleash an elemental blastwave, dealing 43.14 to 51.77 acid damage in a radius 5 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. | 
|  lifebinding elven-wood magestaff of illumination (25-30 power, 5 apr, arcane element) 5.0 T4 staff 2H weapon [Ego+] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +20 (+5 eff.) Dmg.mod +25% arcane On Hit (Melee): * 7% chance to blind ----- def ----- Defense +8 (+3 eff.) HP.reg +0.80 Heal.mod +20% ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd 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 101.05 light damage. Staves designed for wielders of magic, by the greats of the art. | 
|  potent elm vilestaff (13-15.6 power, 2 apr, darkness element) 5.0 T1 staff 2H weapon [Ego] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) Dmg.mod +13% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering elven-wood vilestaff of wizardry (25-30 power, 5 apr, blight element) 5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +25% blight ---------- misc Mana/turn +0.25 Max.mana +78.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  steel waraxe 'Oozenight' (21.5-30.1 power, 3 apr) 3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 mind +12 arcane On Hit.r1 +8 fire On Hit: * 10% chance to cause random gloom While equipped: Stats +3 Cun +2 Wil One-handed war axes. | 
|  reinforced hardened leather belt 1.0 T3 belt armor [Ego+] Master While equipped: ----- def ----- Armour +7 Defense +8 (+3 eff.) Phys.save +15 (+3 eff.) A belt that goes around your waist. | 
|  linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  silk robe 'Noonwind' (3 def, 0 armour) 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% light +9% arcane Res.pen +20% arcane +25% light Melee Ret 12 light On Hit (Melee): * 30% chance to blind ----- def ----- Defense +3 (+1 eff.) Resists +27% light ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  verdant silk robe of the mind (+13%) (3 def, 0 armour) 2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +8 Con dps ---------- Dmg.mod +9% nature +13% mind ----- def ----- Defense +3 (+1 eff.) Resists +13% mind Poison- +30% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  reinforced pair of dwarven-steel boots (0 def, 10 armour) 3.0 T3 feet armor Reqs Heavy Armour Training [Ego+] Master While equipped: ----- def ----- Armour +10 Fatigue +3% Resists +8% acid +10% fire +7% lightning +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  clarifying cashmere wizard hat of lightning (+24%) (2 def, 0 armour) 2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +16% lightning ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning Mind.save +10 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  fearwoven linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +1% Mind.pwr +6 (+2 eff.) Dmg.mod +5% darkness +6% physical ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +5% physical ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... | 
|  stabilizing dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +14 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  fortifying dwarven-steel mail armour (3 def, 8 armour) 14.0 T3 heavy armor Reqs Heavy Armour Training [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Max.HP +50.00 A suit of armour made of mail. | 
|  radiant dwarven-steel plate armour of implacability (5 def, 17 armour) 17.0 T3 massive armor Reqs Heavy Armour Training 3 [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Melee Ret 8 light ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +18% Resists +13% blight +16% darkness Phys.save +7 (+2 eff.) ---------- misc Light +1 A suit of armour made of metal plates. | 
|  enlightening mummy wrappings of acid resistance (5 def, 2 armour) 6.0 T3 mummy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +18% acid -25% fire Mind.save +12 (+3 eff.) Decaying mummy wrappings. | 
|  searing mummy wrappings of fire resistance (5 def, 2 armour) 6.0 T3 mummy armor [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 10 acid 11 fire Melee Ret 11 acid 8 fire ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists +14% acid +8% fire Decaying mummy wrappings. | 
|  spiked mummy wrappings of fire resistance (5 def, 2 armour) 6.0 T3 mummy armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +2% Resists -7% fire Decaying mummy wrappings. | 
|  quiver of yew arrows of the leech (24/24, 34.5-48.3 power, 10 apr) 3.0 T3 arrow ammo [Ego+] Disrupt Power 34.5 - 48.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 24 On Hit: * Slows global speed by 12% * leeches stamina from the target Arrows are used with bows to pierce your foes to death. | 
|  4 aquamarine 0.0 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. | 
|  opal 0.0 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. | 
|  sapphire 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  spinel 0.0 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. | 
|  2 garnet 0.0 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. | 
|  ruby 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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 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. | 
|  hateful pouch of stralite shots (17/17, 46-55.2 power, 5 apr) 3.0 T4 shot ammo [Ego+] Psionic Power 46.0 - 55.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 17 Ranged+ +12 darkness Against +7% Living Shots are used with slings to pummel your foes to death. | 
|  2 amethyst 0.0 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. | 
|  supercharged elm wand of clairvoyance [power 9]  (8 cooldown) 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 56 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  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. | 
Achievements
 Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.
			Dragon's Greed (Roguelike)
			Amassed 8000 gold pieces.By Sapoha the Skeleton Adventurer level 9
27th Dusk 122nd year of Ascendancy at 03:05 see stats
 Level 10 (Roguelike)
			Got a character to level 10.
			Level 10 (Roguelike)
			Got a character to level 10.By Sapoha the Skeleton Adventurer level 10
27th Dusk 122nd year of Ascendancy at 09:21 see stats
 Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.
			Treasure Hoarder (Roguelike)
			Amassed 3000 gold pieces.By Sapoha the Skeleton Adventurer level 4
76th Pyre 122nd year of Ascendancy at 12:18 see stats
 Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Sapoha the Skeleton Adventurer level 2
75th Pyre 122nd year of Ascendancy at 09:57 see stats
Log
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
There is nowhere left to explore.
Sapoha deactivates Trained Reactions.
Sapoha deactivates Daunting Presence.
Sapoha deactivates Arcane Power.
Sapoha deactivates Premonition.
Sapoha deactivates Shielding.
Sapoha deactivates Thunderstorm.
The furious lightning storm around Sapoha calms down and disappears.
Sapoha deactivates Arcane Shield.
Sapoha deactivates Feather Wind.
The shield around Sapoha crumbles.
Sapoha deactivates Keen Senses.
The protective shield of Sapoha disappears.














































