












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality: 
 Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Showing Items Tier in Inventory 1.7.2This 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents: 
 Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Rogue | 
| Level / Exp | 11 / 76% | 
| Size | big | 
| Lifes / Deaths | Killed by Xanenor the treant at level 11 on the 18th Profit 122nd year of Ascendancy at 02:05/ 1 | 
Primary Stats
| Strength | 20 (base 11) | 
| Dexterity | 34 (base 28) | 
| Constitution | 14 (base 10) | 
| Magic | 8 (base 10) | 
| Willpower | 13 (base 10) | 
| Cunning | 37 (base 33) | 
Resources
| Life | -3/373 | 
| Stamina | 86/148 | 
| Healing Factor | 1.1472895330003 | 
| Regeneration | 2.9255883091509 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 33.020402716974 | 
| See Invisible | 36.020402716974 | 
Offense: Mainhand
| Damage | 44 | 
| Accuracy | 55 | 
| Crit Chance | 12% | 
| APR | 40 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 20 | 
| Accuracy | 55 | 
| Crit Chance | 16% | 
| APR | 20 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 9% | 
| Speed | 1 | 
Offense: Damage Bonus
| Blight | +5% | 
| Acid | +4% | 
| Fire | +14% | 
Defense: Base
| Armour (hardiness) | 7 (38.594633868923%) | 
| Defense | 30 | 
| Ranged Defense | 30 | 
| Fatigue | 0 | 
| Physical Save | 11 | 
| Spell Save | 13 | 
| Mental Save | 17 | 
Defense: Resistances
| Acid | + 14%( 70%) | 
| Blight | + 14%( 70%) | 
| Cold | + 20%( 70%) | 
| All | + 9%( 70%) | 
| Darkness | + 12%( 70%) | 
| Light | + 12%( 70%) | 
| Temporal | + 17%( 70%) | 
| Fire | + 24%( 70%) | 
| Lightning | + 14%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (4/4)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 17 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 110 damage for 4 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. | 
| Infusions | Effective talent level: 1.0Infusion: Healing 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 instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. | 
Class Talents
| Technique / Duelist | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Stealth | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Trapping | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Poisons | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Dual techniques | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Throwing knives | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Lethality | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Mobility | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 3/5 | 
Effects
Quests
| 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 | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 | 
| You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.Reknor is lost! When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed orc heart. | 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 | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within | active | 
Equipment
| On feet |  grounding pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. | 
| On hands |  corrosive rough leather gloves of dexterity (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 acid Dmg.mod +4% acid Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| On head |  Camarain the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire ---------- misc Infravis +1 See.Invis +3 A pointy cloth hat, very wizardly... | 
| Tool |  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
| Around waist |  rough leather belt 'Dazzleserpent' 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +1 Dex dps ---------- Crit.mult +10.00% Phys.pwr +3 (+2 eff.) ----- def ----- Resists +3% light Spell.save +6 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
| Main armor |  woollen robe of life (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +9% all Max.HP +40.00 HP.reg +2.30 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| Light source |  brass lantern of health 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| In off hand |  iron dagger 'Flamequill' (11-14 power, 5 apr) 1.0 T1 dagger 1H weapon [Rare] Nature Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% darkness +3% temporal Sharp, short and deadly. | 
| Cloak |  thick linen cloak of Iron Throne (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| In main hand |  Unerring Scalpel (15-20 power, 25 apr) 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 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. | 
Inventory
|  healing infusion of the sneak (heal 129; cd 14) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 129 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  balanced iron greatmaul (18-27 power, 1 apr) 5.0 T1 greatmaul 2H weapon [Ego] Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +29% Massive two-handed mauls. | 
|  thought-forged iron greatmaul (18-28 power, 1 apr) 5.0 T1 greatmaul 2H weapon [Ego] Psionic Power 18.5 - 27.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 mind On Hit: * 16% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +3 Wil Massive two-handed mauls. | 
|  warbringer's steel longsword of erosion (15-21 power, 3 apr) 3.0 T2 longsword 1H weapon [Ego+] Nature/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature While equipped: Stats +1 Con dps ---------- Phys.pwr +6 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +14% Sharp, long, and deadly. | 
|  acidic iron waraxe of daylight (11-15 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +5% Undead On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. | 
|  thought-forged iron waraxe of vileness (12-16 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Arcane/Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 blight +5 mind On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 * 13% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +2 Wil One-handed war axes. | 
|  acidic iron dagger (10-14 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Sharp, short and deadly. | 
|  acidic iron dagger of the mystic (10-14 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.pwr +6 (+6 eff.) Sharp, short and deadly. | 
|  iron dagger (9-12 power, 5 apr) 1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. | 
|  iron dagger (9-12 power, 5 apr) 1.0 T1 dagger 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. | 
|  Elosera the steel dagger (25-32 power, 6 apr) 1.0 T2 dagger 1H weapon [Random Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% acid Acc +5 (+2 eff.) Melee Ret 4 arcane ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane Disarm- +25% Sharp, short and deadly. | 
|  shocking steel shield of resistance (0 def, 4 armour, 14-17 power, 42.5 block) 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: dps ---------- Melee+ 13 lightning Melee Ret 6 lightning ----- def ----- Armour +4 Fatigue +8% Resists +5% acid +7% fire +6% lightning +5% cold ---------- misc Talents +1 Block Handheld deflection devices. | 
|  linen robe 'Weeppiercer' (2 def, 2 armour) 2.0 T1 cloth armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Res.pen +5% cold ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +6% nature +7% all Phys.save +15 (+12 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  cleansing rough leather armour of fire resistance (3 def, 2 armour) 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% blight +15% fire +11% nature A suit of armour made of leather. | 
|  rough leather armour (3 def, 2 armour) 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. | 
|  rough leather armour 'Malydondil' (3 def, 2 armour) 9.0 T1 light armor [Rare] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid Crit.chn- 5.00% Die.at -40.00 life Blind- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. | 
|  impenetrable steel mail armour of acid resistance (2 def, 11 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. | 
|  rough leather belt 'Nelathalen' 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.pwr +3 (+2 eff.) Apr +1 ----- def ----- Defense +15 (+7 eff.) Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  Areneg the Stokesever (6 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con dps ---------- Dmg.mod +3% acid +9% fire Acc +19 (+6 eff.) Apr +4 ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Kindlebiter the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Melee Ret 6 cold 2 fire ----- def ----- Defense +1 (+0 eff.) Resists +3% cold +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  thick linen cloak (1 def, 5 armour) 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  steady rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+6 eff.) Mind.save +6 (+4 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  hardened leather gloves of strength (+2) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  cinder iron gauntlets of strength (+2) (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
|  Huruhek (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +11% blight +9% physical Apr +1 On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Defense +1 (+0 eff.) Resists +11% blight Phys.save +3 (+3 eff.) ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... | 
|  Samekor (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +4 Mag +1 Wil dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light ---------- misc Light +1 See.Invis +3 A pointy cloth hat, very wizardly... | 
|  rough leather cap 'Earthbright' (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +20% nature ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Mind.save +3 (+3 eff.) Blind- +10% Silence- +20% Knockbk- +10% A cap made of leather. | 
|  Mayeth the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Spell.pwr +15 (+13 eff.) Apr +4 On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +12% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm 'Brightprophet' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Apr +5 Melee Ret 2 light ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  3 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. | 
|  3 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  4 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. | 
|  4 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  4 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. | 
|  Brenedas 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% mind Res.pen +10% acid On Hit (Melee): * 10% chance to reduce armor by 13% ----- def ----- Resists +12% acid Phys.save +6 (+6 eff.) Heal.mod +10% ---------- misc Equi/ret +0.08 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern 'Korafang' 2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Cun dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +5% arcane Crit.chn- 10.00% Spell.save +6 (+6 eff.) Mind.save +6 (+4 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +6 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. | 
|  Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 47.26 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 47.26 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. | 
|  Demonic Soul 0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  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 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. | 
|  elm wand of lightning storm [power 110]  (15 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By Gump the Dwarf Rogue level 10
31st Voratun 122nd year of Ascendancy at 18:57 see stats
 Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Insane (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Gump the Dwarf Rogue level 6
19th Voratun 122nd year of Ascendancy at 13:09 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By Gump the Dwarf Rogue level 10
11st Profit 122nd year of Ascendancy at 04:39 see stats
Log
Gump is seared.
Vorilratha the poison ivy's psionic searing area effect hits Gump for 21 mind damage.
Gump slows down.
Vorilratha the poison ivy uses Metalstar.
Vorilratha the poison ivy's psionic searing area effect hits Gump for 21 mind damage.
Gump casts Rune: Shatter Afflictions.
Gump's is no longer disrupted.
A shield forms around Gump.
Vorilratha the poison ivy uses Implant: Steam Generator.
Vorilratha the poison ivy's psionic searing area effect hits Gump for (21 absorbed), 0 mind (0 total damage).
Gump is no longer seared.
Talent Infusion: Healing is ready to use.
Talent Rune: Shielding is ready to use.
Gump uses Lure.
Lure is seared.
Vorilratha the poison ivy's psionic searing area effect hits Lure for 8 mind damage.
Xanenor the treant uses Psyshot.
A psionic shield forms around Xanenor the treant.
Your shield crumbles under the damage!
The shield around Gump crumbles.
Gump is knocked back!
Lure resists the knockback!
Xanenor the treant's Psyshot hits Lure for 34 physical damage.
Xanenor the treant's Psyshot hits Gump for (15 absorbed), 80 mind, 54 physical (134 total damage).
Gump the level 11 dwarf rogue was ground to death by Xanenor the treant on level 1 of Norgos Lair.























































