









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. 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:
 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: Showing Items Tier in Inventory 1.5.5This 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 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay  == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
    Wild Gift / Blaze
    Wild Gift / Blizzard
    Wild Gift / Cyclone
    Wild Gift / Endurance
    Wild Gift / Rain
    Wild Gift / Supercell
    Wild Gift / Thunder
  == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
    Spell / Air Archery
    Spell / Storm Archery
    Spell / Swiftness
    Spell / Wild Magic
nsrr  == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
    Technique / Agile Combatant
    Technique / Black Belt
    Technique / Fending
    Technique / Martial Arts
    Technique / Mending
    Technique / Transcending
Changelog1.0.2: 1.0.0: 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:
 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. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This 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 Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Cornac | 
| Class | Necromancer | 
| Level / Exp | 14 / 7% | 
| Size | medium | 
| Lifes / Deaths | Killed by Bill the Stone Troll at level 6 on the 78th Pyre 122nd year of Ascendancy at 15:282 / 3 Killed by Zubilebeth the brown bear at level 12 on the 77th Haze 122nd year of Ascendancy at 12:59 Killed by Arydanne the red crystal at level 14 on the 1st Decay 122nd year of Ascendancy at 10:47 | 
Primary Stats
| Strength | 14 (base 13) | 
| Dexterity | 17 (base 14) | 
| Constitution | 13 (base 10) | 
| Magic | 45 (base 40) | 
| Willpower | 29 (base 23) | 
| Cunning | 15 (base 11) | 
Resources
| Life | 336/336 | 
| Mana | 226/226 | 
| Soul | 12/12 | 
| Healing Factor | 1.1445901639344 | 
| Regeneration | 1.430737704918 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 4 | 
| See Stealth | 16.950386741666 | 
| See Invisible | 16.950386741666 | 
Offense: Mainhand
| Damage | 22 | 
| Accuracy | 13 | 
| Crit Chance | 12% | 
| APR | 3 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 42 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 29 | 
| Crit Chance | 4% | 
| Speed | 1 | 
Offense: Damage Bonus
| Arcane | +18% | 
| Fire | +5% | 
| Temporal | +11% | 
Defense: Base
| Armour (hardiness) | 17 (35.629139072848%) | 
| Defense | 24 | 
| Ranged Defense | 24 | 
| Fatigue | 2 | 
| Physical Save | 15 | 
| Spell Save | 34 | 
| Mental Save | 26 | 
Defense: Resistances
| Fire | + 32%( 70%) | 
| Acid | + 3%( 70%) | 
| Light | + 6%( 70%) | 
| Temporal | + 11%( 70%) | 
| Cold | + 11%( 70%) | 
| Arcane | + 10%( 70%) | 
| Mind | + 16%( 70%) | 
| Nature | + 5%( 70%) | 
Defense: Immunities
| Stun Resistance | 26% | 
| Instadeath Resistance | 100% | 
| Confusion Resistance | 23% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 131 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Cunning stat. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% 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 / Animus | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Spell / Nightfall | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Necrotic minions | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Grave | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Advanced necrotic minions | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Necrosis | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Ice | 1.20 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 0.90 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.20 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Spell / Divination | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| talent | Will o' the Wisp | 
| talent | Necrotic Aura | 
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 grave | active | 
| You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul.Escort: lost anorithil (level 2 of Ruins of Kor'Pul) As a reward you gained talent category Celestial / Light (at mastery 0.80). | done | 
| You abandoned lost warrior to death.Escort: lost warrior (level 1 of Ruins of Kor'Pul) | failed | 
| The affairs of this mortal world are trifling compared to your true goal: To conquer death.From Death, Life Your studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active | 
| 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 Possessed. | 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 minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 6 lumberjacks have died. | done | 
Equipment
| On feet |  miner's pair of iron boots of tirelessness (0 def, 8 armour) 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +8 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  bright brass lantern of health 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head |  leafwalker's iron helm (0 def, 3 armour) 3.0 T1 head armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% nature Spell.save +3 (+1 eff.) Max.HP +43.00 Heal.mod +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool |  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
| On fingers |  mule's copper ring of power 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. | 
| On fingers |  steel ring 'Nerowen' 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Wil dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +11% temporal ----- def ----- Resists +11% temporal HP.reg +1.00 Stun/Frz- +26% ---------- misc Equi/ret +0.12 Rings can have magical properties. | 
| Around waist |  Lisyssra the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Mag +2 Cun +2 Con ----- def ----- Fatigue -2% Resists +6% fire +5% cold A belt that goes around your waist. | 
| In main hand |  Ce'Nama the ash magestaff (111% power, 3 apr, arcane element) 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Crit.mult +11.00% Spell.pwr +10 (+3 eff.) Dmg.mod +15% arcane ----- def ----- Resists +3% acid +6% cold +5% arcane Phys.save +5 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| On hands |  Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 39.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. | 
| Main armor |  Blindtyphoon the cured leather armour (2 def, 4 armour) 9.0 T2 light armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +5% arcane +16% fire +6% mind +6% light Spell.save +12 (+6 eff.) Mind.save +10 (+5 eff.) A suit of armour made of leather. | 
| Cloak |  resilient linen cloak of Iron Throne (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- 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 |  clarifying steel amulet of dexterity (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% mind Confus- +23% Amulets can have magical properties. | 
Inventory
|  shielding rune of the sneak (absorb 204 for 4 turns) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 204 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. | 
|  Baludan 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +24% mind ----- def ----- Resists +12% temporal Pinning- +21% Knockbk- +22% ---------- misc Infravis +2 Amulets can have magical properties. | 
|  acidic iron greatsword of erosion (114% power, 1 apr) 3.0 T1 greatsword 2H weapon [Ego] Arcane/Nature Power 114% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 acid +7 temporal +9 nature On Crit: * splashes the target with acid Massive two-handed swords. | 
|  flaming iron longsword (103% power, 2 apr) 3.0 T1 longsword 1H weapon [Ego] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. | 
|  flaming iron mace (108% power, 2 apr) 3.0 T1 mace 1H weapon [Ego] Arcane Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +5 fire Blunt and deadly. | 
|  Stormlash (115% power, 7 apr) 3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+6 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.06 to 48.17 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. | 
|  mighty elm longbow 4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+5 eff.) Longbows are used to shoot arrows at your foes. | 
|  cured leather sling 'Islurida' 4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +15 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% physical +21% fire Res.pen +11% physical Apr +1 ---------- misc Max.enc +20 Slings are used to hurl stones or metal shots at your foes. | 
|  iron steamgun 4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Normal] Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  iron steamgun of fire 4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  rough leather armour of temporal resistance (1 def, 2 armour) 9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +15% temporal A suit of armour made of leather. | 
|  Arufang the Prismshear (2 def, 4 armour) 14.0 T1 heavy armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +21% blight Res.pen +10% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Mind.save +11 (+5 eff.) ---------- misc Light +3 A suit of armour made of mail. | 
|  spiked iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  Lightningraptor the rough leather belt 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning +25% nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% lightning +5% temporal A belt that goes around your waist. | 
|  insulating rough leather belt of the mystic 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +5% cold Mind.save +6 (+3 eff.) A belt that goes around your waist. | 
|  regal linen cloak of the Shaloren (1 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +1 Mag +3 Wil ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Layyyarin the Nimbusstun (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Res.pen +15% lightning Melee Ret 4 blight ----- def ----- Armour +1 Fatigue +1% Spell.save +6 (+3 eff.) A pair of boots made of leather. | 
|  Amadodur the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil +2 Mag dps ---------- Spell.crit +5% Dmg.mod +6% blight ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +21% Stun/Frz- +20% ---------- misc Mana/turn +0.08 Max.vim +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Getorak the pair of iron boots (0 def, 7 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +7 Fatigue +2% Resists +5% fire +6% cold Heal.mod +5% ---------- misc Equi/ret +0.12 Telepathy Dragon Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  insulating pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of iron boots 'Deepsstalker' (0 def, 8 armour) 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 8 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Fatigue +2% Resists +6% darkness ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. | 
|  psychic's iron gauntlets (0 def, 1 armour) 1.5 T1 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +3% mind ----- def ----- Armour +1 Resists +6% mind Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Cyrebrethra the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight +11% darkness +12% mind Res.pen +5% mind Melee Ret 20 blight ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Murkward' (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% darkness +9% lightning ----- def ----- Defense +1 (+0 eff.) Resists +22% darkness +12% lightning A pointy cloth hat, very wizardly... | 
|  linen wizard hat 'Turirohell' (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +10% fire Res.pen +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +15% fire A pointy cloth hat, very wizardly... | 
|  shielding linen wizard hat of darkness (+18%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +1 (+0 eff.) Resists +18% darkness Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... | 
|  rough leather cap of dexterity (+2) (0 def, 1 armour) 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. | 
|  iron helm 'Beendur' (0 def, 3 armour) 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +2.0% Crit.mult +3.00% Apr +9 ----- def ----- Armour +3 Fatigue +5% Resists +1% physical ---------- misc Mana/turn +0.04 Max.vim +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm of dexterity (+3) (0 def, 3 armour) 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  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. | 
|  Bethewe 2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Melee Ret 11 fire ----- def ----- Resists +5% fire ---------- misc Equi/ret +0.08 Psi/ret +0.12 Light +2 Telepathy Humanoid/Orc 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. | 
|  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 (83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. | 
|  iron pickaxe of endurance (dig speed 37 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  miner's iron pickaxe (dig speed 30 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  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. | 
|  Rod of Asphyxiation (24/24) 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. | 
|  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. | 
|  iron torque of thermal psionic shield [power 23]  (20 cooldown) 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  iron torque of thermal psionic shield 'Elita' [power 27]  (20 cooldown) 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Mind.save +12 (+6 eff.) Heal/summ +10 Teleport- +15% ---------- misc Equi/ret +0.04 Telepathy Dragon Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. | 
|  Loriregochik the dwarven-steel torque of psychoportation [power 37]  (30 cooldown) 2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +12% acid Disease- +20% Silence- +30% ---------- misc Psi/ret +0.16 Wards +2 physical +3 mind +1 darkness Telepathy Demon/Minor Demon/Major Talents +1 Ward Teleport randomly (rad 37) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. | 
|  elm totem of thorny skin [power 15]  (20 cooldown) 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. | 
|  quick elm totem of thorny skin [power 14]  (15 cooldown) 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 14 and armour hardiness by 30% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. | 
Achievements
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By MakeNecroGreatAgain the Cornac Necromancer level 9
20th Haze 122nd year of Ascendancy at 04:30 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By MakeNecroGreatAgain the Cornac Necromancer level 10
67th Haze 122nd year of Ascendancy at 05:16 see stats
Log
MakeNecroGreatAgain deactivates Necrotic Aura.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Arydanne the red crystal hits Velema the wolf for 71 darkness damage.
MakeNecroGreatAgain the level 14 cornac necromancer was battered to death by Arydanne the red crystal on level 3 of Scintillating Caves.
Resting starts...
Talent Assemble is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Necrotic Aura is ready to use.
MakeNecroGreatAgain activates Necrotic Aura.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Displacement Shield is ready to use.
Talent Will o' the Wisp is ready to use.
MakeNecroGreatAgain activates Will o' the Wisp.
Rested for 30 turns (stop reason: all resources and life at maximum).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving done.
MakeNecroGreatAgain deactivates Necrotic Aura.
MakeNecroGreatAgain deactivates Will o' the Wisp.














































