











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This 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 Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.7.0Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. 
 
 
 
 
 
 
 
 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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:
 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 ASCII Tactical Borders 1.7.4Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum. I just like how it looks :) https://github.com/sandertyu/tome-ascii-borders ---Changelog--- Shimmer Pack: Pyromania 1.6.0Cosmetic pack!  | 
| Campaign | Maj'Eyal | 
| Mode | Insane Roguelike | 
| Sex | Female | 
| Race | Ogre | 
| Class | Berserker | 
| Level / Exp | 18 / 27% | 
| Size | big | 
| Lifes / Deaths | Killed by Islata the thief at level 18 on the 74th Dusk 122nd year of Ascendancy at 03:12  / 1 | 
Primary Stats
| Strength | 58 (base 46) | 
| Dexterity | 20 (base 14) | 
| Constitution | 27 (base 18) | 
| Magic | 16 (base 10) | 
| Willpower | 15 (base 10) | 
| Cunning | 31 (base 25) | 
Resources
| Life | -496/627 | 
| Steam | 80/100 | 
| Stamina | 78/164 | 
| Paradox | 310 | 
| Healing Factor | 1.3586945338482 | 
| Regeneration | 4.4157572350066 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +8.8817841970013E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 11 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 31.878701826468 | 
| See Invisible | 31.878701826468 | 
Offense: Mainhand
| Damage | 98 | 
| Accuracy | 36 | 
| Crit Chance | 28% | 
| APR | 37 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 17 | 
| Accuracy | 36 | 
| Crit Chance | 20% | 
| APR | 20 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 16 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 26 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +11% | 
| Light | +3% | 
| Lightning | +12% | 
| Physical | +21% | 
| Cold | +23% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +20% | 
| Fire | +5% | 
| Physical | +26% | 
Defense: Base
| Armour (hardiness) | 36.511077022655 (100%) | 
| Defense | 18 | 
| Ranged Defense | 18 | 
| Fatigue | 28 | 
| Physical Save | 37 | 
| Spell Save | 25 | 
| Mental Save | 22 | 
Defense: Resistances
| Nature | + 18%( 70%) | 
| Acid | + 37%( 70%) | 
| Light | + 3%( 70%) | 
| Temporal | + 3%( 70%) | 
| Darkness | + 6%( 70%) | 
| Lightning | + 18%( 70%) | 
| Cold | + 25%( 70%) | 
| All | 0%( 70%) | 
Defense: Immunities
| Stun Resistance | 30% | 
| Bleed Resistance | 40% | 
| Teleport Resistance | 100% | 
| Pinning Resistance | 10% | 
| Disarm Resistance | 70% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 10% | 
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 174 damage for 4 turns. Its effects scale with your Willpower stat.  | 
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 100 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 Strength stat.  | 
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 421% 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.  | 
Class Talents
| Technique / Berserker's strength | 1.30 | 
  | 3/5 | 
  | 2/5 | 
  | 2/5 | 
  | 5/5 | 
| Technique / Combat techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 2/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.30 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Two-handed assault | 1.30 | 
  | 3/5 | 
  | 1/5 | 
  | 3/5 | 
  | 1/5 | 
Generic Talents
| Steamtech / Physics | 1.00 | 
  | 2/5 | 
  | 2/5 | 
  | 1/5 | 
  | 0/5 | 
| Cunning / Survival | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Steamtech / Chemistry | 1.00 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Ogre | 1.00 | 
  | 1/5 | 
  | 5/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 0/5 | 
  | 4/5 | 
  | 0/5 | 
  | 1/5 | 
  | 3/5 | 
  | 0/5 | 
Effects
Quests
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 grave | active | 
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor.  | done | 
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology.  | done | 
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)).  | done | 
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)).  | done | 
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 | 
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 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 | 
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful.  | 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.  | active | 
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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.' * You've found the needed sandworm tooth. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed red crystal shard. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.'  | active | 
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 within2 lumberjacks have died.  | 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 | 
Equipment
| On feet |  Ararialle the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Res.pen +20% acid ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Aerodawyn the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Defense +5 (+3 eff.) Phys.save +5 (+3 eff.) Die.at -40.00 life Heal.mod +12% ---------- misc Psi/ret +0.04 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.  | 
| On head |  Scorchoozer the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Crit.mult +5.00% Res.pen +5% fire ----- def ----- Armour +3 Fatigue +5% Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 231.1 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Belegorn the Shinejam (0 def, 1 armour) 1.0 T1 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Phys.pwr +30 (+7 eff.) Dmg.mod +3% light Acc +10 (+4 eff.) ----- def ----- Armour +1 Disarm- +70% ---------- misc Talents +2 Iron Grip Unarmed combat: Power 95% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  elm wand of lightning storm [power 122]  (32/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 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.  | 
| On fingers |  Durugogas0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid Res.pen +10% physical Apr +1 ----- def ----- Resists +22% acid +3% cold +3% light +9% nature Phys.save +9 (+4 eff.) Rings make your fingers look great!  | 
| On fingers |  Willowstar0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% physical +11% cold ----- def ----- Armour +2 Defense +5 (+3 eff.) Resists +9% nature +22% cold Rings make your fingers look great!  | 
| Around neck |  restful copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.00 Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
| In main hand |  Stormfront (136% power, 31 apr) 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +31 Crit +21.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds.  | 
| Around waist |  noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +18% Summoned Mind.save +5 (+2 eff.) Max.HP +41.00 A belt that goes around your waist.  | 
| In off hand |  Zylathad (104% power, 14 apr) 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +13.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +3 Str +4 Mag +1 Cun +3 Con dps ---------- Dmg.mod +6% physical Res.pen +6% physical Acc +11 (+4 eff.) Apr +5 Sharp, short and deadly.  | 
| Cloak |  Hathyneg (1 def, 4 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +1 (+1 eff.) Resists +18% lightning +3% temporal +6% darkness Max.HP +31.00 HP.reg +2.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Searvengeance (0 def, 9 armour) 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Res.pen +10% physical Melee Ret 2 fire ----- def ----- Armour +9 Hardiness +20% Fatigue +26% Resists +15% acid A suit of armour made of metal plates.  | 
Inventory
 steam generator implant of the psychic (steam 5)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin..  | 
 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs.  | 
 Xanutta the Icecut0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% cold Acc +5 (+2 eff.) ----- def ----- Resists +6% acid +6% physical Phys.save +3 (+2 eff.) ---------- misc Stam/turn +0.20 Amulets make your neck look great!  | 
 Betanor the steel amulet =4dex/4cun/5co n=0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Dmg.mod +6% arcane Apr +4 Amulets make your neck look great!  | 
 starlit steel amulet of willpower (+4) =3mag=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +14% light +10% darkness Blind- +25% Amulets make your neck look great!  | 
 steel amulet 'Polodhenne'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +3 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +14% lightning +3% cold +3% nature +5% arcane Stun/Frz- +20% Amulets make your neck look great!  | 
 savior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +12 (+6 eff.) Confus- +22% Rings make your fingers look great!  | 
 titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great!  | 
 Hailwasp the iron battleaxe (107% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 107% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+3 eff.) Apr +9 Melee Ret 8 cold ----- def ----- Defense +5 (+3 eff.) Resists +9% blight +5% arcane +9% mind Massive two-handed battleaxes.  | 
 Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 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.  | 
 stralite dagger 'Xalle' (132% power, 9 apr) =3mag=1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Arcane/Psionic Power 132% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +11 darkness +5 cold Against +5% Living On Hit.r1 +8 temporal On Hit: * Create an explosion dealing 19 acid damage (1/turn) While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% acid Res.pen +9% acid On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Sharp, short and deadly.  | 
 fungal cured leather sling of lightning4.0 T2 sling 1H weapon [Ego] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 lightning While equipped: Stats +1 Con dps ---------- Dmg.mod +8% lightning ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes.  | 
 Shadequench the steel steamgun =statslol=4.0 T2 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +4 temporal Uses 2.0 Steam While equipped: Stats +1 Dex +12 Wil +11 Con dps ---------- Res.pen +10% temporal ----- def ----- Resists +6% darkness Max.HP +24.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force.  | 
 Tundraoracle the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Arcane While equipped: dps ---------- Melee+ 10 acid 9 fire Dmg.mod +15% blight Res.pen +5% temporal Melee Ret 9 acid 9 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +10% acid +13% fire +24% cold A suit of armour made of leather.  | 
 Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst 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.  | 
 Emulaith the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% physical ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold +3% mind +3% temporal Silence- +10% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
 linen wizard hat 'Haledur' (1 def, 0 armour) =4mag=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun +4 Mag dps ---------- Dmg.mod +11% cold Res.pen +15% acid ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +16% cold ---------- misc See.Invis +3 A pointy cloth hat, very wizardly...  | 
 Rotmalice (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +9% nature +9% fire Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +6 A hat made of leather. Very stylish.  | 
 rough leather cap 'Heatvortex' (0 def, 1 armour) =3dex=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Cun +3 Dex dps ---------- Dmg.mod +6% acid +6% fire Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Max.psi +40.00 A cap made of leather.  | 
 Glintwaker (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning +7% cold +6% light Disease- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+5 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell.  | 
 7 agate0.0 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.  | 
 6 ametrine0.0 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.  | 
 3 citrine0.0 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.  | 
 7 zircon0.0 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.  | 
 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 181 alchemist agate0.0 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.  | 
 Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide.  | 
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 53.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.84 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.  | 
 Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials.  | 
 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.  | 
 iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist.  | 
 Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 75.18 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame.  | 
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth.  | 
 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 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.  | 
 Hatholen the iron torque of gale force [power 110]  (32/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +21% physical Acc +10 (+4 eff.) ----- def ----- Phys.save +6 (+3 eff.) Die.at -20.00 life Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 133 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
 Chaledil [power 49]  (32/25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +3% blight Confus- +10% Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is.  | 
Achievements
			Curse Lifter (Insane (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By all cops are bastards the Ogre Berserker level 18
73rd Dusk 122nd year of Ascendancy at 12:54 see stats
			Level 10 (Insane (Roguelike) difficulty)
			Got a character to level 10.By all cops are bastards the Ogre Berserker level 10
49th Dusk 122nd year of Ascendancy at 05:48 see stats
			Size matters (Insane (Roguelike) difficulty)
			Did over 600 damage in one attack.By all cops are bastards the Ogre Berserker level 13
61st Dusk 122nd year of Ascendancy at 15:10 see stats
			The Arena (Insane (Roguelike) difficulty)
			Unlocked Arena mode.By all cops are bastards the Ogre Berserker level 8
8th Mirth 122nd year of Ascendancy at 14:19 see stats
			The Right thing to do (Insane (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By all cops are bastards the Ogre Berserker level 17
73rd Dusk 122nd year of Ascendancy at 09:56 see stats
			The secret city (Insane (Roguelike) difficulty)
			Discovered the truth about mages.By all cops are bastards the Ogre Berserker level 8
10th Mirth 122nd year of Ascendancy at 01:01 see stats
			Treasure Hunter (Insane (Roguelike) difficulty)
			Amassed 1000 gold pieces.By all cops are bastards the Ogre Berserker level 18
73rd Dusk 122nd year of Ascendancy at 12:54 see stats
Log
LIFE LOST WARNING!
Keyboard input temporarily disabled.
All cops are bastards casts Rune: Shielding.
A shield forms around all cops are bastards.
Islata the thief casts Pulverizing Auger.
Islata the thief hits all cops are bastards for (69 absorbed), 0 physical (0 total damage).
Xanuma the rattlesnake shoves Cutpurse aside.
Your shield crumbles under the damage!
The shield around all cops are bastards crumbles.
All cops are bastards is no longer poisoned.
Talent Infusion: Movement is ready to use.
Bleeding from Islata the thief hits all cops are bastards for (42 absorbed), 14 physical (14 total damage).
Burning from Islata the thief hits all cops are bastards for (63 absorbed), 0 fire (0 total damage).
All cops are bastards uses Infusion: Movement.
All cops are bastards is moving at extreme speed!
Melee retaliation hits Cutpurse for 2 fire, 2 fire (4 total damage).
Cutpurse hits all cops are bastards for 17 physical, 11 physical, 5 nature, 10 darkness (43 total damage).
Xanuma the rattlesnake shoves Cutpurse aside.
Islata the thief uses Execution.
Islata the thief performs a melee critical strike against all cops are bastards!
The shattering blow creates a shockwave!
All cops are bastards is poisoned!
Islata the thief hits all cops are bastards for 589 physical damage.
Melee retaliation hits Islata the thief for 1 fire damage.
all cops are bastards the level 18 ogre berserker was struck to death by Islata the thief on level 1 of The Maze.
all cops are bastards's rage subsides!

























































































