











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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. 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:
 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:
 Better Item Description 1.7.2This 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 1.7.2Quality 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. 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. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Male | 
| Race | Shalore | 
| Class | Archmage | 
| Level / Exp | 13 / 28% | 
| Size | medium | 
| Lifes / Deaths | Killed by elven cultist at level 13 on the 3rd Summertide 122nd year of Ascendancy at 07:58/ 1 | 
Primary Stats
| Strength | 20.102557988334 (base 39) | 
| Dexterity | 27.128633363482 (base 39) | 
| Constitution | 40 (base 39) | 
| Magic | 46 (base 39) | 
| Willpower | 49 (base 39) | 
| Cunning | 41 (base 39) | 
Resources
| Life | -178/307 | 
| Mana | 219/229 | 
| Healing Factor | 1.2722297605397 | 
| Regeneration | 0.31805744013493 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 9 | 
| See Stealth | 74.968762562325 | 
| See Invisible | 91.12018714763 | 
Offense: Mainhand
| Damage | 20 | 
| Accuracy | 20 | 
| Crit Chance | 23% | 
| APR | 2 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 45 | 
| Crit Chance | 39% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 35 | 
| Crit Chance | 22% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +6% | 
| Arcane | +6% | 
| Mind | +3% | 
| Lightning | +6% | 
| Light | +3% | 
| Physical | +3% | 
| Cold | +6% | 
| Fire | +45% | 
| Darkness | +3% | 
Offense: Damage Penetration
| Cold | +10% | 
| Darkness | +15% | 
| Light | +10% | 
| Mind | +30% | 
Defense: Base
| Armour (hardiness) | 34.35609077845 (30%) | 
| Defense | 21 | 
| Ranged Defense | 21 | 
| Fatigue | 0 | 
| Physical Save | 29 | 
| Spell Save | 32 | 
| Mental Save | 28 | 
Defense: Resistances
| Acid | -10%( 70%) | 
| Blight | + 1%( 70%) | 
| Arcane | + 11%( 70%) | 
| Cold | -1%( 70%) | 
| All | -13%( 70%) | 
| Darkness | -6%( 70%) | 
| Light | -10%( 70%) | 
| Mind | -6%( 70%) | 
| Fire | + 41%( 70%) | 
| Nature | -3%( 70%) | 
Defense: Immunities
| Instadeath Resistance | 100% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0Rune: Shielding Use mode: Activated Range: melee/personal Cooldown: 15 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 148 damage for 6 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 19 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 4 turns and blocking 74 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. | 
| Runes | Effective talent level: 1.0Rune: Manasurge Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. | 
Class Talents
| Spell / Temporal | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Air | 1.50 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Arcane | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Phantasm | 1.50 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Fire | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Spell / Wildfire | 1.50 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Water | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Cunning / Survival | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Spell / Aegis | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| Spell / Divination | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Race / Shalore | 1.20 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Conveyance | 1.50 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
Effects
| talent | Stone Skin | 
| talent | Arcane Power | 
| talent | Keen Senses | 
| talent | Shielding | 
| talent | Arcane Shield | 
| detrimental effect | The target is infected by a disease, reducing its dexterity by 13 and doing 46.36 blight damage per turn.Decrepitude Disease | 
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%.Spellshocked | 
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents.Silenced | 
| detrimental effect | The target is infected by a disease, reducing its strength by 20 and doing 33.13 blight damage per turn.Weakness Disease | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns).Runic Saturation | 
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. | done | 
| You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.Echoes of the Spellblaze There are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | 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 | 
| The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars.Spellblaze Fallouts It has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed green worm. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
Equipment
| On feet |  Swampusher (0 def, 7 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Armour +7 Fatigue -4% Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Max.HP +20.00 ---------- misc Max.enc +21 A pair of boots made of leather. | 
| On hands |  sand rough leather gloves of strength (+2) (0 def, 7 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +7 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 |  rough leather cap 'Heathash' (0 def, 3 armour) 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% mind +3% fire Res.pen +5% mind ----- def ----- Armour +3 Fatigue +1% Resists +12% fire ---------- misc Hate/m.crit +1.00 Infravis +1 A cap made of leather. | 
| Tool |  Velabrewe the Shadowfear (dig speed 27 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Wil dps ---------- Dmg.mod +3% darkness Res.pen +15% darkness ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| Around waist |  Xurin the rough leather belt 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag ----- def ----- Armour +2 Resists +3% nature +6% darkness +3% mind Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.12 Max.mana +20.00 A belt that goes around your waist. | 
| Main armor |  linen robe 'Rimepunish' (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +11% fire Res.pen +10% cold ----- def ----- Resists +3% acid +12% blight +16% fire +6% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
| In main hand |  Dazzlehunger the elm vilestaff (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +13% fire Res.pen +25% mind +10% light ----- def ----- Resists +3% light Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
| Light source |  Void Star 1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% lightning +6% fire +6% arcane +6% cold ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 40 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 32.20 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. | 
| Cloak |  Meroddantir the Heatnull (7 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +6 Wil +1 Cun +1 Con dps ---------- Dmg.mod +12% fire ----- def ----- Defense +7 (+4 eff.) Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Around neck |  Aerimita 0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +20% fire +3% mind +11% cold Heal.mod +5% Amulets make your neck look great! | 
Inventory
|  healing infusion of the sneak (heal 122; cd 13) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 122 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. | 
|  movement infusion of the duelist (speed 592%; cd 18) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 592% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  regeneration infusion of the psychic (heal 267; 14 cd) 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 267 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Blood of Life 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." | 
|  manasurge rune (regen 639% over 10 turns; mana 32; cd 18) 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 639% for 10 turns (40 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  wizard's copper ring of arcana (+0.10/turn) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.10 Rings make your fingers look great! | 
|  thought-forged iron dagger of massacre (15-20 power, 5 apr) 1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 15.0 - 19.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 15% chance to reduce all saves and defense by 23 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. | 
|  iron greatmaul (18-27 power, 1 apr) 5.0 T1 greatmaul 2H weapon [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. | 
|  iron greatmaul (20-30 power, 1 apr) 5.0 T1 greatmaul 2H weapon [Normal] Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. | 
|  Hellbearer the iron greatsword (14-22 power, 1 apr) 3.0 T1 greatsword 2H weapon [Rare] Arcane Power 14.0 - 22.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +16 fire On Crit.r2 +8 blight While equipped: Stats +3 Wil +3 Mag dps ---------- Spell.pwr +9 (+3 eff.) Res.pen +5% mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Resists +3% mind Massive two-handed swords. | 
|  Sparksin the steel greatsword (26-41 power, 2 apr) 3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 25.5 - 40.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 lightning +7 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Res.pen +10% all Acc +10 (+5 eff.) Apr +9 Massive two-handed swords. | 
|  flaming iron mace (13-18 power, 2 apr) 3.0 T1 mace 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit.r1 +6 fire Blunt and deadly. | 
|  Dazzletorrent (10-12 power, 2 apr, arcane element) 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane +3% light Res.pen +15% mind +5% physical Melee Ret 2 light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Samorim (10-12 power, 2 apr, fire element) 5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire +3% physical Apr +3 ---------- misc Mana/turn +0.12 Max.mana +39.00 Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  cruel ash magestaff of illumination (15-18 power, 3 apr, cold element) 5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.5 Pwr.cost 4 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 and deals 86.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  earthen ash vilestaff of illumination (15-18 power, 3 apr, blight element) 5.0 T2 staff 2H weapon [Ego] Arcane/Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Armour +2 Hardiness +3% Defense +6 (+3 eff.) Phys.save +3 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.5 Pwr.cost 4 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 and deals 86.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. | 
|  elm starstaff (10-12 power, 2 apr, physical element) 5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  potent elm magestaff of might (12-14 power, 2 apr, fire element) 5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +5 (+2 eff.) Dmg.mod +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  shimmering elm magestaff (10-12 power, 2 apr, arcane element) 5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane ---------- misc Mana/turn +0.11 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  exposing steel steamsaw of massacre (19-28 power, 0 apr) 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 23 On Melee Ret: * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  iron steamsaw of massacre (16-24 power, 0 apr) 3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  iron waraxe of massacre (18-24 power, 2 apr) 3.0 T1 waraxe 1H weapon [Ego] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. | 
|  Frozenlore the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +10% mind Melee Ret 6 cold ----- def ----- Resists +3% mind Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. | 
|  rough leather belt 'Samukan' 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Acc +20 (+10 eff.) ----- def ----- Armour +2 Resists +6% blight Die.at -40.00 life The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. | 
|  Cloudcut the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% acid Res.pen +10% acid Melee Ret 6 acid ----- def ----- Defense +1 (+1 eff.) Resists +3% acid 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. | 
|  enveloping linen cloak of the Shaloren (6 def, 0 armour) 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Wil +1 Mag ----- def ----- Defense +6 (+3 eff.) Phys.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. | 
|  linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  focusing woollen robe (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Wil +4 Mag ----- def ----- Resists +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  mindwoven woollen robe of power (0 def, 0 armour) 2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +11 (+4 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  shimmering linen robe of the mind (+11%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +12% arcane +11% mind ----- def ----- Resists +11% mind +7% all ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  spellwoven linen robe of corrosion (+16%) (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +11% acid ----- def ----- Resists +16% acid +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  spellwoven woollen robe of darkness (+15%) (0 def, 0 armour) 2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +9% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Morningbearer the pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% blight Res.pen +5% light Melee Ret 2 light ----- def ----- Armour +1 Resists +6% light HP.reg +2.00 Heal.mod +11% ---------- misc Light +2 A pair of boots made of leather. | 
|  grounding pair of rough leather boots (0 def, 1 armour) 2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. | 
|  pair of iron boots 'Gunedudin' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +3 Fatigue +2% Resists +8% cold +6% fire Mind.save +3 (+2 eff.) Heal.mod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of rough leather boots 'Freezewisp' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold Res.pen +5% blight +5% cold +20% lightning ----- def ----- Armour +1 Resists +8% cold +6% fire A pair of boots made of leather. | 
|  pair of rough leather boots 'Oakmoon' (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +6 Wil ----- def ----- Armour +1 Resists +12% nature ---------- misc Light +1 Blink to a nearby random location (rad 8) Puts all charms on 15 cooldown A pair of boots made of leather. | 
|  pair of rough leather boots of evasion (3 def, 1 armour) 2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Evasion: (Instant) Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. | 
|  pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. | 
|  cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour) 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 fire Dmg.mod +3% fire Acc +12 (+6 eff.) ----- def ----- Armour +2 Resists +5% fire 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. | 
|  Bregibar the Sootraze (0 def, 1 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% Resists +10% light +10% darkness ---------- misc Mana/s.crit +2.00 A cap made of leather. | 
|  cleansing rough leather cap (0 def, 1 armour) 2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight A cap made of leather. | 
|  defender's rough leather cap (5 def, 6 armour) 2.0 T1 head armor [Ego+] Master While equipped: ----- def ----- Armour +6 Defense +5 (+3 eff.) Fatigue +1% Resists +2% all Phys.save +6 (+3 eff.) A cap made of leather. | 
|  insulating linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% cold +6% fire A pointy cloth hat, very wizardly... | 
|  impenetrable iron mail armour (2 def, 10 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. | 
|  steel mail armour of Eyal (2 def, 6 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of mail. | 
|  2 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  51 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  6 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. | 
|  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. | 
|  survivor's brass lantern of clarity 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +3 See.Stealth +5 See.Invis +8 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. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Rod of Recall (3/3) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. | 
|  steel torque of clear mind 'Aerirabeth' [power 2]  (15 cooldown) 2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% mind Die.at -40.00 life Confus- +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  5 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. | 
Achievements
 Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By zzz the Shalore Archmage level 10
1st Mirth 122nd year of Ascendancy at 16:07 see stats
 Orbituary (Insane (Roguelike) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.
			Orbituary (Insane (Roguelike) difficulty)
			Stabilized the Abashed Expanse to maintain it in orbit.By zzz the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:44 see stats
 The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By zzz the Shalore Archmage level 12
7th Mirth 122nd year of Ascendancy at 10:41 see stats
Log
A shield forms around zzz.
Zzz casts Flame.
Zzz's spell attains critical power!
Elven cultist vanishes from sight.
Elven cultist deactivates Secrets of the Eternals.
Elven cultist is on fire!
zzz hits Elven cultist for 244 fire damage.
Elven cultist casts Rune: Shielding.
A shield forms around elven cultist.
Elven cultist casts Timeless.
Elven cultist stops burning.
Elven cultist activates his torque!
Zzz is silenced!
Elven cultist hits zzz for (48 absorbed), 0 mind (0 total damage).
Zzz is afflicted by a decrepitude disease!
Talent Track is ready to use.
Decrepitude Disease from Elven cultist hits zzz for (42 absorbed), 0 blight (0 total damage).
Elven cultist casts Drain.
Your shield crumbles under the damage!
The shield around zzz crumbles.
Zzz is afflicted by a weakness disease!
Elven cultist hits zzz for (59 absorbed), 61 blight (61 total damage).
Talent Flame is ready to use.
Decrepitude Disease from Elven cultist hits zzz for 51 blight damage.
Weakness Disease from Elven cultist hits zzz for 36 blight damage.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!

























































