








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 | 
| Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible.  Not thoroughly tested yet, but registering so I can just leave it on.  This should prevent the other alchemists No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 
 Inferno Race Pack 1.4.0Adds a collection of my races. 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:
 Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. 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: EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a) 
 
 This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
 
 
 
 Items Vault 1.5.0Donators/Buyers bonus! Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Less pinky nightmare curse 1.5.5White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Spell Merchants 1.5.10
 Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
 There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer! 
 
 4 character point types:Stat, Class, Category & Prodigy points for sale! 
 Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford! 
 New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1. 
 New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon* 
 1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 
 4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback! 
 
 Thank you for trying Spell Merchants, I hope you enjoy my mod :)
 My other addons:
     If you like this addon please consider rating it :)  Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Forbidden Cults 1.5.9Official 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 | Normal Roguelike | 
| Sex | Male | 
| Race | Lich | 
| Class | White Monk | 
| Level / Exp | 33 / 1% | 
| Size | big | 
| Lifes / Deaths | Killed by Zeref at level 18 on the 11st Dearth 122nd year of Ascendancy at 20:23  / 1 | 
Primary Stats
| Strength | 98 (base 22) | 
| Dexterity | 54 (base 23) | 
| Constitution | 106 (base 60) | 
| Magic | 39 (base 10) | 
| Willpower | 89 (base 36) | 
| Cunning | 56 (base 24) | 
Resources
| Mana | 466/491 | 
| Negative | 130/146 | 
| Vim | 138/138 | 
| Life | 1568/1568 | 
| Positive | 12/146 | 
| Stamina | 334/334 | 
| Psi | 159/159 | 
| Healing Factor | 2.2217391304348 | 
| Regeneration | 37.085878277325 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +115% | 
Vision
| Sight | 10 | 
| Lite | 1 | 
| Infravision | 8 | 
| See Stealth | 51.859112603512 | 
| See Invisible | 61.859112603512 | 
| ESP Range | 10 | 
| ESP Kinds | dragon, demon/minor, demon/major | 
Offense: Barehand
| Damage | 178 | 
| Accuracy | 49 | 
| Crit Chance | 34% | 
| APR | 5 | 
| Speed | 0.80 | 
Offense: Spell
| Spellpower | 63 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 66 | 
| Crit Chance | 30% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +12% | 
| Fire | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +7% | 
| Arcane | +10% | 
Defense: Base
| Armour (hardiness) | 56.292304923968 (86.818181818182%) | 
| Defense | 39 | 
| Ranged Defense | 39 | 
| Fatigue | 0 | 
| Physical Save | 52 | 
| Spell Save | 70 | 
| Mental Save | 65 | 
Defense: Resistances
| Acid | + 10%( 85%) | 
| Blight | + 60%( 85%) | 
| Cold | + 40%( 85%) | 
| All | 0%( 85%) | 
| Darkness | + 85%( 85%) | 
| Temporal | + 11%( 85%) | 
| Mind | + 18%( 85%) | 
| Fire | + 41%( 85%) | 
| Nature | + 20%( 85%) | 
Defense: Immunities
| Stun Resistance | 50% | 
| Fear Resistance | 100% | 
| Poison Resistance | 100% | 
| Blind Resistance | 100% | 
| Disarm Resistance | 76% | 
| Bleed Resistance | 100% | 
| Pinning Resistance | 38% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 32% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 650 damage for 4 turns. Its effects scale with your Strength stat.  | 
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 119 with a minimum range of 15. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 30 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 1191% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat.  | 
Class Talents
| Psionic / Absorption | 1.00 | 
  | 5/5 | 
  | 0/5 | 
  | 5/5 | 
  | 0/5 | 
| Celestial / Star fury | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Corruption / Shadowflame | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Martial Arts | 1.30 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.10 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
| Technique / Mending | 1.30 | 
  | 3/5 | 
  | 5/5 | 
  | 4/5 | 
  | 2/5 | 
| Technique / Agile Combatant | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Rending | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
Generic Talents
| Adventure / Partner | 1.00 | 
  | 0/30 | 
  | 0/28 | 
  | 0/3 | 
  | 0/2 | 
  | 0/2 | 
  | 1/2 | 
| Spell / Necrosis | 1.40 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
  | 5/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 5/5 | 
  | 2/5 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Bloodruned | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Fending | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Spell / Aegis | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Blurred Mortality | 
| talent | Adventure Friendly Fire Disabler | 
| talent | Revive | 
| talent | Arcane Shield | 
| talent | Kinetic Shield | 
| talent | Flame of Urh'Rok | 
| talent | Aura of Protection | 
| talent | Charged Shield | 
| talent | Premonition | 
| talent | Shielding | 
| talent | Beyond the Flesh | 
| beneficial effect | Your healing has spurred on your blood production, granting 12.00 life regen. 3 Flow | 
| beneficial effect | You have enhanced your healing factor, improving it by 10%. Scarlet Flow | 
| beneficial effect | The mana surge engulfs the target, regenerating 0.00 mana per turn. Surging mana | 
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation | 
| detrimental effect | The target is on fire, taking 1.75 fire damage per turn. Burning | 
| beneficial effect | Reduces mind damage received by 18%. Premonition Shield | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | active | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | done | 
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did.  | done | 
You do not remember much of your life before you were on this burning continent, floating in the void between worlds.  You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now!  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 4 of Old Forest) | failed | 
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)).  | done | 
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2.  | done | 
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2.  | done | 
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)).  | done | 
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)).  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)).  | done | 
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom.  | 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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee!  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed.  | done | 
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 343.  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.  | 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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * You've found the needed black mamba head. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed skeleton mage skull. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.'  | active | 
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself!  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt.  | failed | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The 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 within5 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| Psionic focus |  sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
| Light source |  Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 35 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts.  | 
| On head |  The Black Crown (0 def, 15 armour)3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +5 (+2 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything."  | 
| Tool |  Prox's Lucky Halfling Foot2.0 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 |  Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +7 Dex +2 Wil +7 Cun +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Res.pen +10% arcane Acc +9 (+3 eff.) ----- def ----- Mind.save +20 (+5 eff.) Max.HP +30.00 Disarm- +36% Pinning- +38% Knockbk- +32% ---------- misc Max.hate +6.00 Telepathy Dragon Demon/Major Demon/Minor Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you?  | 
| On fingers |  conjurer's steel ring of misery0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil +1 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 bleed Ranged+ 8 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 11% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties.  | 
| Around waist |  Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers.  | 
| Main armor |  Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 53 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer.  | 
| On feet |  Darkbraze of the Blightspawn (0 def, 14 armour)3.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Dex -10 Mag +3 Wil +4 Con dps ---------- Phys.pwr +2 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical Res.pen +7% physical ----- def ----- Armour +14 Fatigue +3% Resists +6% darkness HP.reg +0.80 ---------- misc Infravis +2 Blindside: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| On hands |  Isliyata the drakeskin leather gloves (0 def, 10 armour)1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Wil +5 Con dps ---------- Melee+ 10 physical 8 fire Dmg.mod +5% fire +6% physical ----- def ----- Armour +10 Resists +10% blight +8% fire Mind.save +10 (+2 eff.) Disarm- +40% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Telepathy Demon/Minor Demon/Major Masteries +0.20 Technique/Grappling Unarmed combat: Power 26.5 - 29.2 Physical Uses 124% Wil, 24% Cun, 60% Dex Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 167% On Hit.r1 +7 physical On Crit.r2 +10 fire +8 physical On Hit: 10% Disarm 5 On Hit: 10% Fire Breath 5 On Hit: 10% Sand Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. It was hardened by the digestive sack.  | 
| Cloak |  spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +11% temporal Spell.save +6 (+1 eff.) Def/telep +12 Res/telep +11% Dur/telep +12% ---------- misc Max.mana +44.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to linen cloak.  | 
| Around neck |  Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 53 power out of 8/60 The evilness of undeath radiates from this amulet.  | 
Inventory
 Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 868 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it.  | 
 Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 152% Wil Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +17 mind On Hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +5% Mind.pwr +15 (+4 eff.) Dmg.mod +10% mind +10% physical Acc +7 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +32% Stun/Frz- +30% Knockbk- +15% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel.  | 
 Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.  | 
 stealthy pair of rough leather boots of uncanny dodging (2 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: Stats +6 Lck +3 Dex ----- def ----- Armour +1 Defense +2 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Stealth +6 A pair of boots made of leather.  | 
 rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.3 Physical Uses 124% Wil, 24% Cun, 60% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
 Eclipsetaint of the Blightspawn (0 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +6 Dex +3 Wil +3 Cun +13 Con dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +3% blight Apr +5 On Hit (Melee): * 20% chance to disease ----- def ----- Armour +4 Fatigue +4% Resists -19% light Mind.save +20 (+5 eff.) HP.reg +1.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Helm of Knowledge (0 def, 12 armour)3.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +10% arcane +15% light +15% mind HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 18 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers.  | 
 thaloren dwarven-steel helm of fortune (0 def, 4 armour)3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Lck +2 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% ----- def ----- Armour +4 Fatigue +4% Resists +6% blight Mind.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 14 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
 9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 2 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.  | 
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 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 134.77 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 134.77 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.  | 
 Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 66 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic.  | 
 Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 Transmogrification Chest2.0 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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected.  | 
 Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 176 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.  | 
 Forbidden Tome: "The Illusory Castle"2.0 T3 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic.  | 
Achievements
			Against all odds (Roguelike)
			Killed Ukruk in the ambush.By Zeref the Lich White Monk level 32
41st Steel 123rd year of Ascendancy at 09:03 see stats
			Anti-Antimagic! (Roguelike)
			Destroyed the Ziguranth camp with your Rhaloren allies.By Zeref the Lich White Monk level 24
12nd Iron 123rd year of Ascendancy at 22:14 see stats
			Bringer of Doom (Roguelike)
			Killed a Bringer of Doom.By Zeref the Lich White Monk level 25
16th Iron 123rd year of Ascendancy at 23:07 see stats
			Curse Lifter (Roguelike)
			Killed Ben Cruthdar the Cursed.By Zeref the Lich White Monk level 19
44th Dearth 122nd year of Ascendancy at 08:13 see stats
			Exterminator (Roguelike)
			Killed 1000 creatures.By Zeref the Bloodruned White Monk level 15
7th Wealth 122nd year of Ascendancy at 08:16 see stats
			Eye of the storm (Roguelike)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By Zeref the Bloodruned White Monk level 17
9th Dearth 122nd year of Ascendancy at 05:45 see stats
			Hell has no fury like a demon scorned! (Roguelike)
			Escaped the Searing Halls.By Zeref the Bloodruned White Monk level 5
18th Voratun 122nd year of Ascendancy at 21:05 see stats
			Home sweet home (Roguelike)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zeref the Lich White Monk level 20
12nd Shortage 122nd year of Ascendancy at 11:58 see stats
			Level 10 (Roguelike)
			Got a character to level 10.By Zeref the Bloodruned White Monk level 10
25th Voratun 122nd year of Ascendancy at 16:14 see stats
			Level 20 (Roguelike)
			Got a character to level 20.By Zeref the Lich White Monk level 20
12nd Shortage 122nd year of Ascendancy at 09:46 see stats
			Level 30 (Roguelike)
			Got a character to level 30.By Zeref the Lich White Monk level 30
20th Steel 123rd year of Ascendancy at 15:28 see stats
			Lichform (Roguelike)
			Achieved your wild dreams of power and eternal life: you turned into a Lich!By Zeref the Bloodruned White Monk level 18
11st Dearth 122nd year of Ascendancy at 20:23 see stats
			Once bitten, twice shy (Roguelike)
			Escaped the Anteroom of Agony.By Zeref the Lich White Monk level 22
25th Shortage 122nd year of Ascendancy at 19:46 see stats
			Rescuer of the lost (Roguelike)
			Rescued the merchant from the assassin lord.By Zeref the Lich White Monk level 19
19th Dearth 122nd year of Ascendancy at 11:34 see stats
			The Arena (Roguelike)
			Unlocked Arena mode.By Zeref the Bloodruned White Monk level 8
22nd Voratun 122nd year of Ascendancy at 23:22 see stats
			The Right thing to do (Roguelike)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zeref the Lich White Monk level 24
6th Iron 123rd year of Ascendancy at 20:38 see stats
			The secret city (Roguelike)
			Discovered the truth about mages.By Zeref the Bloodruned White Monk level 13
2nd Wealth 122nd year of Ascendancy at 06:45 see stats
			Treasure Hunter (Roguelike)
			Amassed 1000 gold pieces.By Zeref the Lich White Monk level 22
25th Shortage 122nd year of Ascendancy at 01:55 see stats
			Vampire crusher (Roguelike)
			Destroyed the Master in its lair of the Dreadfell.By Zeref the Lich White Monk level 31
40th Steel 123rd year of Ascendancy at 03:58 see stats
			You were not supposed to see that! (Roguelike)
			Read a Forbidden Tome.By Zeref the Lich White Monk level 30
34th Steel 123rd year of Ascendancy at 23:43 see stats
Log
Zeref hits Gelatinous cube for 121 cold, 81 darkness, 90 physical (292 total damage).
Zeref hits Crimson ooze for 121 cold, 81 darkness (202 total damage).
Burning from Crimson ooze hits Zeref for (1 resist armour), 0 fire (0 total damage).
Zeref killed Crimson ooze!
Crimson ooze hits Zeref for (2 resist armour), 0 fire (0 total damage).
Gelatinous cube misses Zeref.
AI Stopped: Lost more than 0% life in one turn!
Mechanical Arms hits Zeref for (60 to psi shield), (8 resist armour), (7 deflected), 34 mind (34 total damage).
Zeref taps his Choker of Dread, summoning a vampire thrall!
Elder vampire uses Taunt.
Burning from Crimson ooze hits Zeref for (1 resist armour), 0 fire (0 total damage).
Today is the 21st Gold of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Zeref deactivates Flame of Urh'Rok.
Zeref deactivates Kinetic Shield.
Zeref deactivates Arcane Shield.
Zeref's blood has ceased flowing.
The protective shield of Zeref disappears.
Zeref stops burning.
Zeref deactivates Premonition.
Zeref deactivates Blurred Mortality.
Zeref deactivates Revive.
Zeref deactivates Beyond the Flesh.
Zeref stops surging mana.
Zeref deactivates Charged Shield.
Zeref deactivates Shielding.
Zeref deactivates Adventure Friendly Fire Disabler.
Zeref deactivates Aura of Protection.
Zeref's blood has ceased flowing.


 














































































